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PC - Spiele :: Left 4 Dead :: Cheats - Konsolen Befehle Part 3
| Hits: 11819 | Aufgenommen am 07.05.09 | Aktualisiert am 07.05.09 | Verfasser: GodShin |

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: <message> [<command>]<br /> <br /> showpanel -> Shows a viewport panel <name><br /> <br /> '-showscores' -> <br /> <br /> '+showscores' -> <br /> <br /> showtriggers -> 0 -> Shows trigger brushes<br /> <br /> showtriggers_toggle -> Toggle show triggers<br /> <br /> '-showvprof' -> <br /> <br /> '+showvprof' -> <br /> <br /> shriek_shake_amplitude -> 10 -> <br /> <br /> shriek_shake_duration -> 2 -> <br /> <br /> shriek_shake_frequency -> 5 -> <br /> <br /> singlestep -> 0 -> Run engine in single step mode ( set next to 1 to advance a frame )<br /> <br /> sk_autoaim_mode -> 1 -> <br /> <br /> skill -> 1 -> Game skill level (1-3).<br /> <br /> slot0 -> <br /> <br /> slot1 -> <br /> <br /> slot2 -> <br /> <br /> slot3 -> <br /> <br /> slot4 -> <br /> <br /> slot5 -> <br /> <br /> slot6 -> <br /> <br /> slot7 -> <br /> <br /> slot8 -> <br /> <br /> slot9 -> <br /> <br /> slot10 -> <br /> <br /> Smoker_escape_range -> 750 -> <br /> <br /> smoker_pz_claw_dmg -> 4 -> Amount of damage done by a PZ smoker's regular melee attack<br /> <br /> smoker_tongue_delay -> 1 -> <br /> <br /> snapto -> <br /> <br /> snd_async_flush -> Flush all unlocked async audio data<br /> <br /> snd_async_showmem -> Show async memory stats<br /> <br /> snd_async_showmem_music -> Show async memory stats for just non-streamed music<br /> <br /> snd_async_showmem_summary -> Show brief async memory stats<br /> <br /> snd_duckerattacktime -> 0 -> <br /> <br /> snd_duckerreleasetime -> 2 -> <br /> <br /> snd_duckerthreshold -> 0 -> <br /> <br /> snd_ducktovolume -> 0 -> <br /> <br /> snd_dump_filepaths -> <br /> <br /> snd_dumpclientsounds -> Dump sounds to console<br /> <br /> snd_filter -> 0 -> <br /> <br /> snd_foliage_db_loss -> 4 -> foliage dB loss per 1200 units<br /> <br /> snd_gain -> 1 -> <br /> <br /> snd_gain_max -> 1 -> <br /> <br /> snd_gain_min -> 0 -> <br /> <br /> snd_getmixer -> Get data related to mix group matching string<br /> <br /> snd_legacy_surround -> 0 -> <br /> <br /> snd_list_mix_groups -> List all mix groups to dev console.<br /> <br /> snd_list_mixers -> List all mixers to dev console.<br /> <br /> snd_mixahead -> 0 -> <br /> <br /> snd_musicvolume -> 1 -> Music volume<br /> <br /> snd_obscured_gain_dB -> -2 -> <br /> <br /> snd_pitchquality -> 1 -> <br /> <br /> snd_play_in_out -> Plays one of two sounds from entity depending on players in/out location<br /> <br /> snd_playsounds -> Play sounds from the game sounds txt file at a given location<br /> <br /> snd_pre_gain_dist_falloff -> 1 -> <br /> <br /> snd_prefetch_common -> 1 -> Prefetch common sounds from directories specified in scripts/sound_prefetch.txt<br /> <br /> snd_rebuildaudiocache -> rebuild audio cache for current language<br /> <br /> snd_refdb -> 60 -> Reference dB at snd_refdist<br /> <br /> snd_refdist -> 36 -> Reference distance for snd_refdb<br /> <br /> snd_restart -> Restart sound system.<br /> <br /> snd_setmixer -> Set named Mixgroup of current mixer to mix vol mute solo.<br /> <br /> snd_setmixlayer -> Set named Mixgroup of named mix layer to mix vol mute solo.<br /> <br /> snd_setmixlayer_amount -> Set named mix layer mix amount.<br /> <br /> snd_setsoundparam -> Set a sound paramater<br /> <br /> snd_showstart -> 0 -> <br /> <br /> snd_soundmixer_flush -> Reload soundmixers.txt file.<br /> <br /> snd_visualize -> 0 -> Show sounds location in world<br /> <br /> snd_writemanifest -> If running a game outputs the precache manifest for the current level<br /> <br /> sndplaydelay -> <br /> <br /> soundfade -> Fade client volume.<br /> <br /> soundinfo -> Describe the current sound device.<br /> <br /> soundlist -> List all known sounds.<br /> <br /> soundscape_debug -> 0 -> When on draws lines to all env_soundscape entities. Green lines show the active soundscape red lines show soundscapes that ar<br /> <br /> soundscape_dumpclient -> Dumps the client's soundscape data.<br /> <br /> soundscape_fadetime -> 1 -> Time to crossfade sound effects between soundscapes<br /> <br /> soundscape_flush -> Flushes the server & client side soundscapes<br /> <br /> spawnboomermenu -> Show the Spawn Mode menu for boomers<br /> <br /> spawnhuntermenu -> Show the Spawn Mode menu for hunters<br /> <br /> spawnmodemenu -> Show the Spawn Mode menu<br /> <br /> spawnsmokermenu -> Show the Spawn Mode menu for smokers<br /> <br /> speak -> Play a constructed sentence.<br /> <br /> spec_allowroaming -> 1 -> <br /> <br /> spec_centerchasecam -> 0 -> Looks at the target player's center instead of his eye position in chase came mode<br /> <br /> spec_chasedistancestep -> 10 -> Amount to adjust the chase cam's distance on a zoom request<br /> <br /> spec_cinematic -> 0 -> <br /> <br /> spec_freeze_distance_max -> 200 -> Maximum random distance from the target to stop when framing them in observer freeze cam.<br /> <br /> spec_freeze_distance_min -> 96 -> Minimum random distance from the target to stop when framing them in observer freeze cam.<br /> <br /> spec_freeze_time -> 4 -> Time spend frozen in observer freeze cam.<br /> <br /> spec_freeze_traveltime -> 0 -> Time taken to zoom in to frame a target in observer freeze cam.<br /> <br /> spec_help -> Show spectator help screen<br /> <br /> spec_keep_team_cc -> 1 -> Use team color correction even when spectating in vs mode<br /> <br /> spec_keep_team_glows -> 1 -> Use team glows even when spectating in vs mode<br /> <br /> spec_menu -> Activates spectator menu<br /> <br /> spec_mode -> Set spectator mode<br /> <br /> spec_next -> Spectate next player<br /> <br /> spec_player -> Spectate player by name<br /> <br /> spec_pos -> dump position and angles to the console<br /> <br /> spec_prev -> Spectate previous player<br /> <br /> spec_scoreboard -> 0 -> <br /> <br /> spec_target -> <br /> <br /> spec_target_clear -> <br /> <br /> '+speed' -> <br /> <br /> '-speed' -> <br /> <br /> spike -> generates a fake spike<br /> <br /> ss_enable -> 0 -> Enables Split Screen support. Play Single Player now launches into split screen mode. NO ONLINE SUPPORT<br /> <br /> ss_map -> Start playing on specified map with max allowed splitscreen players.<br /> <br /> ss_splitmode -> 0 -> Two player split screen mode (0 - recommended settings base on the width 1 - horizontal 2 - vertical (only allowed in widescr<br /> <br /> star_memory -> Dump memory stats<br /> <br /> starts -> Play s in sequence.<br /> <br /> startmovie -> Start recording movie frames.<br /> <br /> 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 <br /> <br /> stats -> Prints server performance variables<br /> <br /> stats_nexthighlight -> <br /> <br /> status -> Display map and connection status.<br /> <br /> stop -> Finish recording .<br /> <br /> stop -> Stop playing back a .<br /> <br /> stopsound -> <br /> <br /> stopsoundscape -> Stops all soundscape processing and fades current looping sounds<br /> <br /> '+strafe' -> <br /> <br /> '-strafe' -> <br /> <br /> stringtabledictionary -> Create dictionary for current strings.<br /> <br /> stuffs -> Parses and stuffs command line + commands to command buffer.<br /> <br /> suitvolume -> 0 -> <br /> <br /> surfaceprop -> Reports the surface properties at the cursor<br /> <br /> survivor_accuracy_upgrade_factor -> 0 -> <br /> <br /> survivor_autolook_voc_delay -> 1 -> After staring an object for this many seconds a survivor will say a smartlook concept for it if available.<br /> <br /> survivor_burn_factor_easy -> 0 -> Flame damage multiplier<br /> <br /> survivor_burn_factor_expert -> 1 -> Flame damage multiplier<br /> <br /> survivor_burn_factor_hard -> 0 -> Flame damage multiplier<br /> <br /> survivor_burn_factor_normal -> 0 -> Flame damage multiplier<br /> <br /> survivor_calm_damage_delay -> 5 -> survivors are not calm for this many seconds after taking damage<br /> <br /> survivor_calm_deploy_delay -> 2 -> survivors are not calm for this many seconds after switching weapons<br /> <br /> survivor_calm_intensity -> 0 -> survivors are not calm if their intensity level is above this point<br /> <br /> survivor_calm_no_flashlight -> 1 -> survivors are not calm if they have their flashlight on to keep the weapon pointing along the flashlight beam<br /> <br /> survivor_calm_recent_enemy_delay -> 5 -> survivors are not calm for this many seconds after seeing an enemy<br /> <br /> survivor_calm_weapon_delay -> 5 -> survivors are not calm for this many seconds after firing<br /> <br /> survivor_commando_factor -> 2 -> <br /> <br /> survivor_crawl_speed -> 15 -> <br /> <br /> survivor_crouch_speed -> 75 -> <br /> <br /> survivor_damage_speed_factor -> 0 -> How much a Survivor is slowed when hit by an Infected<br /> <br /> survivor_debug_active_area_set -> 0 -> <br /> <br /> survivor_debug_in_combat -> 0 -> <br /> <br /> survivor_debug_visibility -> 0 -> <br /> <br /> survivor_drag_speed_multiplier -> 0 -> Multiplier to speed when we are dragging somebody.<br /> <br /> survivor_drag_type -> 0 -> 0: no dragging 1: short tug 2: continuous drag<br /> <br /> survivor_extra_damage_ammo_factor -> 1 -> <br /> <br /> survivor_ff_avoidance -> 0 -> <br /> <br /> survivor_ff_avoidance_pitch -> 20 -> <br /> <br /> survivor_ff_avoidance_yaw -> 10 -> <br /> <br /> survivor_ff_tolerance -> 26 -> <br /> <br /> survivor_fog_vocalize_percent -> 0 -> The percent of the fog end distance that stops vocalizations.<br /> <br /> survivor_friendly_fire_factor_easy -> 0 -> <br /> <br /> survivor_friendly_fire_factor_expert -> 1 -> <br /> <br /> survivor_friendly_fire_factor_hard -> 0 -> <br /> <br /> survivor_friendly_fire_factor_normal -> 0 -> <br /> <br /> survivor_fumes_run_speed -> 85 -> <br /> <br /> survivor_fumes_walk_speed -> 85 -> <br /> <br /> survivor_groupie_range -> 350 -> <br /> <br /> survivor_groupie_regenerate_rate -> 0 -> <br /> <br /> survivor_hanging_eye_height -> 85 -> <br /> <br /> survivor_hanging_from_tongue_eye_height -> 40 -> <br /> <br /> survivor_helping_hand_inhibit_duration -> 1 -> <br /> <br /> survivor_hitsound_interval_timer -> 0 -> <br /> <br /> survivor_incapacitated_accuracy_penalty -> 0 -> Penalty given for shooting while incapacitated.<br /> <br /> survivor_incapacitated_cycle_time -> 0 -> New cycle time (RoF) used when incapacitated overriding weapon.<br /> <br /> survivor_incapacitated_dizzy_severity -> 2 -> From negative to positive this how much bump we add to a incap'd player's mouse.<br /> <br /> survivor_incapacitated_dizzy_timer -> 2 -> How often our incap'd dizzy-drift changes directions.<br /> <br /> survivor_incapacitated_eye_height -> 24 -> <br /> <br /> survivor_incapacitated_max_yaw -> 180 -> <br /> <br /> survivor_incapacitated_reload_multiplier -> 1 -> Multiplier to reload time when incapacitated.<br /> <br /> survivor_incapacitated_roll -> 20 -> <br /> <br /> survivor_intensity_decay_threat_range -> 750 -> <br /> <br /> survivor_intensity_recent_enemy_duration -> 5 -> <br /> <br /> survivor_it_duration -> 20 -> <br /> <br /> survivor_knockdown_roll -> -20 -> <br /> <br /> survivor_ledge_scales_health -> 1 -> <br /> <br /> survivor_limp_health -> 40 -> <br /> <br /> survivor_limp_run_speed -> 150 -> <br /> <br /> survivor_limp_walk_speed -> 85 -> <br /> <br /> survivor_max_incapacitated_count -> 2 -> How many times you can be incapacitated instead of killed between health kits.<br /> <br /> survivor_max_lunge_stagger_distance -> 30 -> Max distance a stationary crouched survivor can stagger after being lunged.<br /> <br /> survivor_max_lunge_stagger_speed -> 220 -> Hunters lunging this fast stagger survivors with full power.<br /> <br /> survivor_max_tongue_stagger_distance -> 200 -> <br /> <br /> survivor_max_tongue_stagger_duration -> 1 -> <br /> <br /> survivor_max_tug_distance -> 300 -> <br /> <br /> survivor_max_tug_duration -> 1 -> <br /> <br /> survivor_min_local_yaw -> -45 -> <br /> <br /> survivor_min_lunge_stagger_speed -> 50 -> Hunters must be lunging this fast to stagger a survivor.<br /> <br /> survivor_no_pounce_or_hang -> 0 -> <br /> <br /> survivor_pounce_victim_eye_height -> 12 -> <br /> <br /> survivor_push -> 0 -> <br /> <br /> survivor_revive_duration -> 5 -> <br /> <br /> survivor_revive_health -> 30 -> How much temp health you get revived with.<br /> <br /> survivor_revive_successive_penalty -> 0 -> How much less temp health you get each revive.<br /> <br /> survivor_shove_teammates -> 0 -> <br /> <br /> survivor_speed -> 210 -> <br /> <br /> survivor_speed_boost_factor -> 1 -> Speed boost from upgrade<br /> <br /> survivor_sprint_multiplier -> 1 -> <br /> <br /> survivor_still_penalty -> 3 -> Amount gun accuracy is affected when the view is not still<br /> <br /> survivor_stun_immunity_duration -> 0 -> <br /> <br /> survivor_team_hit_pitch_max -> 10 -> <br /> <br /> survivor_team_hit_pitch_min -> -10 -> <br /> <br /> survivor_team_hit_yaw_max -> 10 -> <br /> <br /> survivor_team_hit_yaw_min -> -10 -> <br /> <br /> survivor_unstoppable_speed -> 150 -> <br /> <br /> survivor_upgrade_accuracy -> 0 -> <br /> <br /> survivor_upgrade_quickdraw -> 0 -> <br /> <br /> survivor_use_glow_range -> 500 -> <br /> <br /> survivor_vision_range -> 1500 -><br /> <br /> survivor_vision_range_obscured -> 750 -> <br /> <br /> survivor_walk_speed -> 85 -> <br /> <br /> sv_allow_lobby_connect_only -> 1 -> If set players may only join this server from matchmaking lobby may not connect directly.<br /> <br /> sv_allow_wait_command -> 1 -> Allow or disallow the wait command on clients connected to this server.<br /> <br /> sv_alltalk -> 1 -> Players can hear all other players' voice communication no team restrictions<br /> <br /> sv_alternateticks -> 0 -> SPONLYIf set server only simulates entities on even numbered ticks.<br /> <br /> sv_bonus_map_challenge_update -> Updates a bonus map challenge score.<br /> <br /> sv_bonus_map_complete -> Completes a bonus map.<br /> <br /> sv_bonus_map_unlock -> Locks a bonus map.<br /> <br /> sv_cheats -> 0 -> Allow cheats on server<br /> <br /> sv_clearhinthistory -> Clear memory of server side hints displayed to the player.<br /> <br /> sv_consistency -> 1 -> Whether the server enforces file consistency for critical files<br /> <br /> sv_contact -> 0 -> Contact email for server sysop<br /> <br /> sv_crash -> Causes a server crash for testing<br /> <br /> sv_cycle_latch_timer -> 0 -> How often to transmit our cycle to the client for corrections.<br /> <br /> sv_disable_querycache -> 0 -> debug - disable trace query cache<br /> <br /> sv_doors_push_players -> 0 -> If true a door will push players out of the way as it opens and closes.<br /> <br /> sv_downloadurl -> 0 -> Location from which clients can download missing files<br /> <br /> sv_dumpstringtables -> 0 -> <br /> <br /> sv_footstepinterval -> 0 -> <br /> <br /> sv_forcepreload -> 0 -> Force server side preloading.<br /> <br /> sv_gametypes -> 0 -> Allowable game types lobbies will search based on this.<br /> <br /> sv_infinite_ammo -> 0 -> Player's active weapon will never run out of ammo<br /> <br /> sv_lagcompensationforcerestore -> 1 -> Don't test validity of a lag comp restore just do it.<br /> <br /> sv_lan -> 0 -> Server is a lan server ( no heartbeat no authentication no non-class C addresses )<br /> <br /> sv_log_onefile -> 0 -> Log server information to only one file.<br /> <br /> sv_logbans -> 0 -> Log server bans in the server logs.<br /> <br /> sv_logecho -> 1 -> Echo log information to the console.<br /> <br /> sv_logfile -> 1 -> Log server information in the log file.<br /> <br /> sv_logflush -> 0 -> Flush the log file to disk on each write (slow).<br /> <br /> sv_logsdir -> 0 -> Folder in the game directory where server logs will be stored.<br /> <br /> sv_master_legacy_mode -> 0 -> Use (outside-of-Steam) code to communicate with master servers.<br /> <br /> sv_maxrate -> 40 -> (If sv_minrate is > 0) this sets the maximum value for cl_rate.<br /> <br /> sv_maxrate -> 0 -> Max bandwidth rate allowed on server 0 == unlimited<br /> <br /> 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.<br /> <br /> sv_minrate -> 0 -> This sets the minimum value for cl_rate. 0 == unlimited.<br /> <br /> sv_minrate -> 5000 ->Min bandwidth rate allowed on server 0 == unlimited<br /> <br /> sv_noclipaccelerate -> 5 -> <br /> <br /> sv_noclipduringpause -> 0 -> If cheats are enabled then you can noclip with the game paused (for doing screenshots etc.).<br /> <br /> sv_noclipspeed -> 5 -> <br /> <br /> sv_password -> 0 -> PROTECTEDDONTRECORDServer password for entry into multiplayer games<br /> <br /> sv_pausable -> 0 -> Is the server pausable.<br /> <br /> sv_precacheinfo -> Show precache info.<br /> <br /> sv_prop_door_max_close_attempts -> 8 -> Number of times blocked doors will try to close before becoming non-solid and forcing a close.<br /> <br /> sv_pure -> Show user data.<br /> <br /> 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.<br /> <br /> sv_pure_trace -> 0 -> If set to 1 the server will print a message whenever a client is verifying a CRC for a file.<br /> <br /> sv_pvsskipanimation -> 1 -> Skips SetupBones when npc's are outside the PVS<br /> <br /> sv_querycache_stats -> Display status of the query cache (client only)<br /> <br /> sv_region -> -1 -> The region of the world to report this server in.<br /> <br /> sv_reservation_timeout -> 45 -> Time in seconds before lobby reservation expires.<br /> <br /> sv_search_key -> 0 -> When searching for a dedicated server from lobby restrict search to only dedicated servers having the same sv_search_key.<br /> <br /> sv_search_max_ping -> 150 -> Maximum acceptable ping when lobby leader searches for dedicated servers.<br /> <br /> sv_search_max_results -> 75 -> Stop searching for dedicated servers once this many are found.<br /> <br /> sv_showfootsteps -> 0 -> Shows client (red) and server (green) footsteps (1=client-only 2=server-only 3=both)<br /> <br /> sv_showhitboxes -> -1 -> Send server-side hitboxes for specified entity to client (NOTE: this uses lots of bandwidth use on listen server only).<br /> <br /> sv_showlagcompensation -> 0 -> Show lag compensated hitboxes whenever a player is lag compensated.<br /> <br /> sv_showposeparams -> 1 -> <br /> <br /> sv_showtags -> Describe current gametags.<br /> <br /> sv_shutdown -> Sets the server to shutdown when all games have completed<br /> <br /> sv_skyname -> 0 -> Current name of the skybox texture<br /> <br /> sv_soundscape_printdebuginfo -> print soundscapes<br /> <br /> sv_specaccelerate -> 5 -> <br /> <br /> sv_specnoclip -> 1 -> <br /> <br /> sv_specspeed -> 3 -> <br /> <br /> sv_spectatoridletime -> 3 -> <br /> <br /> 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<br /> <br /> 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<br /> <br /> sv_tags -> 0 -> Server tags. Used to provide extra information to clients when they're browsing for servers. Separate tags with a comma.<br /> <br /> sv_tankpropfade -> 1 -> <br /> <br /> sv_turbophysics_shadow -> 0 -> players have physics shadows even when sv_turbophysics is 1<br /> <br /> sv_unlockedchapters -> 1 -> Highest unlocked game chapter.<br /> <br /> sv_visiblemaxplayers -> -1 -> Overrides the max players reported to prospective clients<br /> <br /> sv_voiceenable -> 1 -> <br /> <br /> sys_minidumpspewlines -> 500 -> Lines of crash dump console spew to keep.<br /> <br /> systemlinkport -> 27030 System Link port<br /> <br /> tank_attack_range -> 50 -> Distance from Survivor that tank triggers own swing.<br /> <br /> tank_auto_swing -> 0 -> <br /> <br /> tank_burn_duration_expert -> 40 -> Number of seconds a burning Tank takes to die<br /> <br /> tank_burn_duration_hard -> 35 -> Number of seconds a burning Tank takes to die<br /> <br /> tank_burn_duration_normal -> 30 -> Number of seconds a burning Tank takes to die<br /> <br /> tank_burn_duration_vs -> 30 -> Number of seconds a burning Tank takes to die<br /> <br /> tank_fist_radius -> 15 -> <br /> <br /> tank_ground_pound_duration -> 1 -> <br /> <br /> tank_ground_pound_reveal_distance -> 500 -> <br /> <br /> tank_raffle_debug -> 0 -> Fill the tank raffle with dummy values for debugging<br /> <br /> tank_stuck_failsafe -> 1 -> <br /> <br /> tank_stuck_time_choose_new_target -> 2 -> <br /> <br /> tank_stuck_time_suicide -> 10 -> <br /> <br /> tank_stuck_visibility_tolerance_choose_new_target -> 5 -> <br /> <br /> tank_stuck_visibility_tolerance_suicide -> 15 -> <br /> <br /> tank_swing_arc -> 180 -> <br /> <br /> tank_swing_duration -> 0 -> Duration of the actual swing<br /> <br /> tank_swing_fast_interval -> 0 -> Interval between tank swings when he is clearing zombies out of his path<br /> <br /> tank_swing_interval -> 1 -> Interval between tank swings<br /> <br /> tank_swing_miss_interval -> 1 -> Interval between tank swings after a miss<br /> <br /> tank_swing_physics_prop_force -> 4 -> Multiplier for tank hitting a phys prop.<br /> <br /> tank_swing_range -> 56 -> Range of the actual swing<br /> <br /> tank_swing_yaw -> 80 -> <br /> <br /> tank_throw_aim_error -> 100 -> Margin of error for Easy mode Tank rock throws<br /> <br /> tank_throw_allow_range -> 250 -> How far away our victim must be before we'll try to throw debris at them<br /> <br /> tank_throw_lead_time_factor -> 0 -> How much to lead a moving target<br /> <br /> tank_throw_loft_rate -> 0 -> Beyond no-loft range Tank adds this angle/distance when throwing<br /> <br /> tank_throw_max_loft_angle -> 30 -> Maximum loft angle for Tank throw angle adjustment<br /> <br /> tank_throw_min_interval -> 8 -> Minimum interval between Tank rock throws<br /> <br /> tank_visibility_tolerance_suicide -> 60 -> <br /> <br /> tank_windup_time -> 0 -> Time from intent to swing that swing actually happens.<br /> <br /> team_desired -> 0 -> SERVER_CAN_EXECUTESSDesired team and team member name on server join<br /> <br /> team_desired2 -> 0 -> SERVER_CAN_EXECUTESS_ADDEDDesired team and team member name on server join<br /> <br /> terror_ammo_multiplier -> 2 -> <br /> <br /> Test_CreateEntity -> <br /> <br /> test_dispatcheffect -> Test a clientside dispatch effect.<br /> Usage: test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale><br /> <br /> <br /> Test_EHandle -> <br /> <br /> test_entity_blocker -> Test command that drops an entity blocker out in front of the player.<br /> <br /> test_freezeframe -> Test the freeze frame code.<br /> <br /> Test_InitRandomEntitySpawner -> <br /> <br /> Test_Loop -> Test_Loop <loop name> - loop back to the specified loop start point unconditionally.<br /> <br /> Test_LoopCount -> Test_LoopCount <loop name> <count> - loop back to the specified loop start point the specified # of times.<br /> <br /> Test_LoopForNumSeconds -> Test_LoopForNumSeconds <loop name> <time> - loop back to the specified start point for the specified # of seconds.<br /> <br /> test_outtro_stats -> <br /> <br /> test_point -> <br /> <br /> test_progression_loop -> 0 -> Allow a team of nothing but bots advance through maps and loop back to start<br /> <br /> test_progression_loop_rotate_maps -> 1 -> When looping advance to the next map when reach end of campaign<br /> <br /> test_progression_loop_time -> 3 -> When looping stay in each map for at most the amount of time in minutes specified<br /> <br /> test_progression_restarts_before_rotate -> 4 -> When looping and rotating how many times to restart before moving to next campaign<br /> <br /> Test_ProxyToggle_EnableProxy -> <br /> <br /> Test_ProxyToggle_EnsureValue -> Test_ProxyToggle_EnsureValue<br /> <br /> Test_ProxyToggle_SetValue -> <br /> <br /> Test_RandomChance -> Test_RandomChance <percent chance 0-100> <token1> <token2...> - Roll the dice and maybe run the command following the percenta<br /> <br /> Test_RandomizeInPVS -> <br /> <br /> Test_RandomPlayerPosition -> <br /> <br /> Test_RemoveAllRandomEntities -> <br /> <br /> Test_RunFrame -> <br /> <br /> Test_SendKey -> <br /> <br /> Test_SpawnRandomEntities -> <br /> <br /> Test_StartLoop -> Test_StartLoop <loop name> - Denote the start of a loop. Really just defines a named point you can jump to.<br /> <br /> Test_StartScript -> Start a test script running..<br /> <br /> Test_Wait -> <br /> <br /> Test_WaitForCheckPoint -> <br /> <br /> testhudanim -> Test a hud element animation.<br /> Arguments: <anim name><br /> <br /> texture_budget_background_alpha -> 128 -> how translucent the budget panel is<br /> <br /> texture_budget_panel_bottom_of_history_fraction -> 0 -> number between 0 and 1<br /> <br /> texture_budget_panel_height -> 284 -> height in pixels of the budget panel<br /> <br /> texture_budget_panel_width -> 512 -> width in pixels of the budget panel<br /> <br /> texture_budget_panel_x -> 0 -> number of pixels from the left side of the game screen to draw the budget panel<br /> <br /> texture_budget_panel_y -> 450 -> number of pixels from the top side of the game screen to draw the budget panel<br /> <br /> think_limit -> 10 -> Maximum think time in milliseconds warning is printed if this is exceeded.<br /> <br /> thirdperson -> Switch to thirdperson camera.<br /> <br /> thirdperson_mayamode -> Switch to thirdperson Maya-like camera controls.<br /> <br /> thirdpersonshoulder -> Switch to thirdperson-shoulder camera.<br /> <br /> thread_test_tslist -> <br /> <br /> thread_test_tsqueue -> <br /> <br /> threadpool_cycle_reserve -> Cycles threadpool reservation by powers of 2<br /> <br /> threadpool_run_tests -> <br /> <br /> time -> Play a and report performance info.<br /> <br /> time_vprofrecord -> Play a and report performance info. Also record vprof data for the span of the <br /> <br /> timequit -> Play a report performance info and then exit<br /> <br /> timeleft -> prints the time remaining until the next mission<br /> <br /> timerefresh -> Profile the renderer.<br /> <br /> tir_maxpitch -> 15 -> TrackIR Max Pitch<br /> <br /> tir_maxroll -> 90 -> TrackIR Max Roll<br /> <br /> tir_maxx -> 4 -> TrackIR Max X<br /> <br /> tir_maxy -> 6 -> TrackIR Max Y<br /> <br /> tir_maxyaw -> 90 -> TrackIR Max Yaw<br /> <br /> tir_maxz -> 1 -> TrackIR Max Z<br /> <br /> toggle -> Toggles a convar on or off or cycles through a set of values.<br /> <br /> toggle_duck -> <br /> <br /> toggleconsole -> Show/hide the console.<br /> <br /> togglescores -> Toggles score panel<br /> <br /> tongue_allow_voluntary_release -> 0 -> Can a Smoker let go with his tongue by clicking or turning away?<br /> <br /> tongue_bend_point_deflection -> 5 -> How far off the first obstacle the tongue bends.<br /> <br /> tongue_bend_point_needs_LOS -> 0 -> Does a bent tongue still need LOS from the bend point?<br /> <br /> tongue_break_from_damage_amount -> 50 -> How much damage to the smoker makes him let go of his victim.<br /> <br /> tongue_choke_damage_amount -> 10 -> How much damage the choke does.<br /> <br /> tongue_choke_damage_interval -> 1 -> How often the choke does damage.<br /> <br /> tongue_cone_start_tolerance -> 0 -> How wide the cone is for a tongue hit.<br /> <br /> tongue_debug -> 0 -> Print debug info for tongue<br /> <br /> tongue_drag_damage_amount -> 3 -> How much damage the tongue drag does.<br /> <br /> tongue_dropping_to_ground_time -> 2 -> A miss or a wall hit will wait this long before pulling back.<br /> <br /> tongue_fly_speed -> 1000 ->How fast a tongue flies through the air.<br /> <br /> tongue_force_break -> 0 -> Force an existing attached tongue to break for debugging<br /> <br /> tongue_gravity_force -> 4000 ->The speed that gravity tries to pull us downwards while being tongued.<br /> <br /> tongue_health -> 100 -> Tongue health<br /> <br /> tongue_hit_delay -> 20 -> How long a smoker must wait to shoot his tongue after a hit from the time he lets go.<br /> <br /> tongue_kill_smoker_on_detach -> 1 -> Do we kill the smoker when they take enough damage to detach the tongue?<br /> <br /> tongue_los_forgiveness_time -> 1 -> A traveling tongue can lose LOS for this amount of time and still hit.<br /> <br /> tongue_miss_delay -> 15 -> How long a smoker must wait to shoot his tongue after a miss.<br /> <br /> tongue_no_progress_break_interval -> 10 -> How long of the victim making no progress until we break the tongue.<br /> <br /> 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<br /> <br /> 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<br /> <br /> 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.<br /> <br /> tongue_no_progress_damage_interval -> 0 -> How long of the victim making no progress until we start choking him.<br /> <br /> tongue_no_progress_tolerance -> 25 -> If our victim doesn't make this much progress in tongue_no_progress_release_time start to hurt him.<br /> <br /> tongue_player_dropping_to_ground_time -> 1 -> How long after the tongue disconnects will a player need to wait.<br /> <br /> tongue_range -> 750 -> How far a smoker can shoot his tongue.<br /> <br /> tongue_release_fatigue_penalty -> 2500 ->How much fatigue the victim gets when released to slow him down.<br /> <br /> tongue_start_pull_delay -> 0 -> How long from tongue contact to tongue pulling.<br /> <br /> tongue_unbend -> 1 -> Can the smoker tongue unbend?<br /> <br /> tongue_vertical_choke_dot -> 0 -> DotProduct between tongue and vertical required to start choking.<br /> <br /> tongue_vertical_choke_height -> 40 -> Need to have victim this high off ground to choke him.<br /> <br /> tongue_vertical_choke_time_off_ground -> 0 -> Need to have victim off ground for this long to choke him.<br /> <br /> tongue_victim_acceleration -> 30 -> Acceleration while tongued.<br /> <br /> tongue_victim_accuracy_penalty -> 0 -> How much someone's accuracy suffers while being dragged by a tongue.<br /> <br /> tongue_victim_max_speed -> 175 -> The fastest the tongue can get you going.<br /> <br /> tongue_vs_cone_start_tolerance -> 0 -> How wide the cone is for a tongue hit in versus.<br /> <br /> tp_schedule_post_think -> 1 -> Schedule post-think operations to run at 10hz<br /> <br /> travel_distance -> Build the shortest path from the previously marked area to the currently selected one and print the length of that path.<br /> <br /> tv_clients -> Shows list of connected SourceTV clients.<br /> <br /> tv_enable -> 0 -> Activates SourceTV on server.<br /> <br /> tv_msg -> Send a screen message to all clients.<br /> <br /> tv_nochat -> 0 -> Don't receive chat messages from other SourceTV spectators<br /> <br /> tv_port -> 27020 Host SourceTV port<br /> <br /> tv_record -> Starts SourceTV recording.<br /> <br /> tv_relay -> Connect to SourceTV server and relay broadcast.<br /> <br /> tv_retry -> Reconnects the SourceTV relay proxy.<br /> <br /> tv_status -> Show SourceTV server status.<br /> <br /> tv_stop -> Stops the SourceTV broadcast.<br /> <br /> tv_stoprecord -> Stops SourceTV recording.<br /> <br /> ui_l4d_debug -> 0 -> <br /> <br /> ui_posedebug_fade_in_time -> 0 -> DONTRECORDTime during which a new pose activity layer is shown in green in +posedebug UI<br /> <br /> ui_posedebug_fade_out_time -> 0 -> DONTRECORDTime to keep a no longer active pose activity layer in red until removing it from +posedebug UI<br /> <br /> ui_reloadscheme -> Reloads the resource files for the active UI window<br /> <br /> ui_showtitlesafe -> Displays the title safty bounds on the current frame<br /> <br /> ui_test_wait -> <br /> <br /> unbind -> Unbind a key.<br /> <br /> unbindall -> Unbind all keys.<br /> <br /> unpause -> Unpause the game.<br /> <br /> use -> Use a particular weapon <br /> <br /> Arguments: <weapon_name><br /> <br /> '-use' -> <br /> <br /> '+use' -> <br /> <br /> user -> Show user data.<br /> <br /> user_context -> Set a Rich Presence Context: user_context <context id> <context value><br /> <br /> user_property -> Set a Rich Presence Property: user_property <property id><br /> <br /> users -> Show user info for players on server.<br /> <br /> <br></td></tr> </table></td></tr></table> <br> <!-- Haupteil --> <br> <hr> <center><font class="sml">Der Inhalt dieser Site stammt von European CodeBase. 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