Console Commands
Variables
audio_api <audioApi>
Type: String
The underlying audio API to use.
cache_version <value>
Type: String
The engine version that the cache files are associated with. If this version doesn't match the current engine version, the cache will be cleared.
cache_version_target <value>
Type: String
If cache_version does not match this value, the cache files will be cleared and it will be set to it.
cl_allowdownload <value>
Type: String
cl_allowupload <value>
Type: String
cl_audio_always_play <value>
Type: String
0 = Don't play sounds if window isn't focused., 1 = Always play sounds
cl_audio_hrtf_enabled <value>
Type: String
Enables or disables Head-related transfer function.
cl_audio_master_volume <value>
Type: String
Volume scale for all sounds.
cl_audio_streaming_enabled <value>
Type: String
0 = All sounds will be loaded immediately (= Slower load times), 1 = Some sounds will be loaded over time. (= Sounds might start with a delay)
cl_controller_axis_input_threshold <value>
Type: String
Axis inputs below this threshold will be ignored for regular console commands.
cl_controller_enabled <value>
Type: String
Enables or disables game controllers / joysticks.
cl_downscale_imported_high_resolution_rma_textures 1/0
Type: Boolean
If enabled, imported high-resolution RMA textures will be downscaled to a more memory-friendly size.
cl_effects_volume <value>
Type: String
Volume scale for effect sounds (e.g. footsteps, gunshots, explosions, etc.).
cl_flex_phoneme_drag <value>
Type: String
Changes the time required for facial phoneme flexes to adapt to new phonemes.
cl_fov <value>
Type: String
Horizontal world field of view.
cl_fov_viewmodel <value>
Type: String
Horizontal view model field of view.
cl_fps_decay_factor <value>
Type: String
How slowly to decay the previous fps.
cl_gpu_device <value>
Type: String
The unique identifier for the GPU vendor and device to use. If empty (or invalid), the first detected device will be used. Usage: <vendorId,deviceId>
cl_gpu_timer_queries_enabled <value>
Type: String
Enables or disables GPU timer queries for debugging.
cl_gui_volume <value>
Type: String
Volume scale for sounds emitted by GUI elements.
cl_language <value>
Type: String
Game language.
cl_material_streaming_enabled <value>
Type: String
0 = All materials and textures will be loaded immediately (= Slower load times), 1 = All materials and textures will be loaded over time. (= Black textures until loaded)
cl_max_fps <value>
Type: String
FPS will be clamped at this value. A value of < 0 deactivates the limit.
cl_mouse_acceleration <value>
Type: String
Amount of mouse acceleration. 1 = No acceleration.
cl_mouse_pitch <value>
Type: String
Mouse sensitivity on the pitch axis. Use positive values to invert the axis.
cl_mouse_sensitivity <value>
Type: String
Scale for the mouse sensitivity.
cl_mouse_yaw <value>
Type: String
Mouse sensitivity on the yaw axis.
cl_music_volume <value>
Type: String
Volume scale for music.
cl_physics_simulation_enabled <value>
Type: String
Enables or disables physics simulation.
cl_port_tcp <value>
Type: String
Port used for TCP transmissions.
cl_port_udp <value>
Type: String
Port used for UDP transmissions.
cl_render_anti_aliasing <value>
Type: String
0 = No Anti Aliasing, 1 = MSAA, 2 = FXAA.
cl_render_brightness <value>
Type: String
Scene brightness.
cl_render_contrast <value>
Type: String
Scene contrast.
cl_render_depth_of_field <value>
Type: String
Depth of field scale.
cl_render_fov <value>
Type: String
Specifies the horizontal field of view.
cl_render_frustum_culling_enabled <value>
Type: String
Enables or disables frustum culling.
cl_render_fxaa_edge_threshold <value>
Type: String
The minimum amount of local contrast required to apply algorithm.
cl_render_fxaa_min_edge_threshold <value>
Type: String
Trims the algorithm from processing darks.
cl_render_fxaa_sub_pixel_aliasing_removal_amount <value>
Type: String
The amount of sub-pixel aliasing removal.
cl_render_lod_bias <value>
Type: String
Model LOD-bias. Higher values means higher LOD-Models will be used at lower distance (=Lower quality).
cl_render_monitor <value>
Type: String
Which monitor to use in fullscreen mode.
cl_render_motion_blur <value>
Type: String
Amount of motion blur. 0 = disabled.
cl_render_msaa_samples <value>
Type: String
1 = MSAAx2, 2 = MSAAx4, 3 = MSAAx8, etc.
cl_render_occlusion_culling <value>
Type: String
0 = Off, 1 = Brute-Force, 2 = CHC++, 3 = Octree, 4 = BSP +Octree
cl_render_particle_quality <value>
Type: String
Quality of particle systems. 0 = No particles will be rendered, 1 = Particles will be unlit, 2 = Particles will receive lighting, 3 = Particles will cast shadows.
cl_render_present_mode <value>
Type: String
0 = Immediate, 1 = FIFO, 2 = Mailbox
cl_render_preset <value>
Type: String
Selected preset in display options.
cl_render_reflection_quality <value>
Type: String
Changes the quality of reflections. 0 = Only static reflections, 1 = Dynamic reflections, 2 = Reflections with particle effects.
cl_render_resolution <value>
Type: String
Changes the internal rendering resolution. If left empty, the resolution will be the same as the window resolution!
cl_render_shader_quality <value>
Type: String
Shader quality. The actual effect depends on the shader. 1 = Lowest Quality, 10 = Highest Quality
cl_render_shadow_dynamic <value>
Type: String
Turns dynamic shadows on or off.
cl_render_shadow_lod_bias <value>
Type: String
Model LOD-bias for shadows. Higher values means higher LOD-Models will be used at lower distance (=Lower quality). This value is added on top of cl_render_lod_bias!
cl_render_shadow_pssm_split_count <value>
Type: String
The number of cascades to be used for PSSM. Cannot be 0 or higher than 4.
cl_render_shadow_pssm_update_frequency_offset <value>
Type: String
Update frequency for PSSM shadows in frames, relative to 'cl_render_shadow_update_frequency'.
cl_render_shadow_resolution <value>
Type: String
Shadowmap Resolution. Higher resolution equals higher quality shadows, but is also more expensive to render.
cl_render_shadow_update_frequency <value>
Type: String
Update frequency in frames. 0 = Updates every frame, 1 = Updates every second frame, etc.
cl_render_ssao <value>
Type: String
1 = Screen space ambient occlusion enabled, 0 = disabled.
cl_render_texture_filtering <value>
Type: String
0 = Nearest Neighbour, 1 = Bilinear Filtering, 2 = Trilinear Filtering, 3 = Antisotropic Filtering x2, 4 = Antisotropic Filtering x4, 5 = Antisotropic Filtering x8, 6 = Antisotropic Filtering x16
cl_render_texture_quality <value>
Type: String
0 = Minimal, 1 = Low, 2 = Medium, 3 = High, 4 = Very High.
cl_render_tone_mapping <value>
Type: String
Changes the tone-mapping algorithm to use. -1 = Use the default, 0 = Gamma correction only, 1 = Reinhard, 2 = Hejil-Richard, 3 = Uncharted, 4 = Aces, 5 = Gran Turismo
cl_render_vr_enabled <value>
Type: String
Turns support for virtual reality on or off.
cl_render_vsync_enabled <value>
Type: String
Turns vertical sync on or off.
cl_render_window_mode <value>
Type: String
0 = Fullscreen, 1 = Windowed, 2 = Windowed no-border.
cl_show_fps <value>
Type: String
Displays the current fps at the top left of the screen if enabled.
cl_steam_audio_ambisonics_order <value>
Type: String
The amount of directional detail in the simulation results. Range: [0,3].
cl_steam_audio_enabled <value>
Type: String
Enables or disables steam audio.
cl_steam_audio_ir_duration <value>
Type: String
The time delay between a sound being emitted and the last audible reflection. Range: [0.5,4.0].
cl_steam_audio_number_of_bounces <value>
Type: String
The maximum number of times any ray can bounce within the scene. Range: [1,32].
cl_steam_audio_number_of_diffuse_samples <value>
Type: String
The number of directions to consider when a ray bounces off a diffuse (or partly diffuse) surface. Range: [32,4096].
cl_steam_audio_number_of_rays <value>
Type: String
The number of rays to trace from the listener. Range: [1024,131072].
cl_steam_audio_propagation_delay_enabled <value>
Type: String
Enables or disables propagation delay if steam audio is enabled.
cl_steam_audio_reverb_enabled <value>
Type: String
Enables the reverb DSP effect.
cl_steam_audio_reverb_indirect_binaural <value>
Type: String
Spatialize reverb using HRTF.
cl_steam_audio_reverb_simulation_type <value>
Type: String
Real-time or baked. 0 = Real-time, 1 = Baked.
cl_steam_audio_spatialize_air_absorption <value>
Type: String
Enable air absorption.
cl_steam_audio_spatialize_direct_binaural <value>
Type: String
Spatialize direct sound using HRTF.
cl_steam_audio_spatialize_direct_level <value>
Type: String
Relative level of direct sound. Range: [0,1].
cl_steam_audio_spatialize_distance_attenuation <value>
Type: String
Enable distance attenuation. If disabled, regular distance attenuation will be used instead.
cl_steam_audio_spatialize_enabled <value>
Type: String
Enables the spatialize DSP effect.
cl_steam_audio_spatialize_hrtf_interpolation <value>
Type: String
HRTF interpolation. 0 = Nearest, 1 = Bilinear.
cl_steam_audio_spatialize_indirect <value>
Type: String
Enable indirect sound.
cl_steam_audio_spatialize_indirect_binaural <value>
Type: String
Spatialize indirect sound using HRTF.
cl_steam_audio_spatialize_indirect_level <value>
Type: String
Relative level of indirect sound. Range: [0,10].
cl_steam_audio_spatialize_occlusion_method <value>
Type: String
Direct occlusion algorithm. 0 = Raycast, 1 = Partial.
cl_steam_audio_spatialize_occlusion_mode <value>
Type: String
Direct occlusion and transmission mode. 0 = Off, 1 = On, No Transmission, 2 = On, Frequency Independent Transmission, 3 = On, Frequency Dependent Transmission.
cl_steam_audio_spatialize_simulation_type <value>
Type: String
Real-time or baked. 0 = Real-time, 1 = Baked
cl_steam_audio_spatialize_static_listener <value>
Type: String
Uses static listener.
cl_updaterate <value>
Type: String
The amount of times per second user input is being transmitted to the server.
cl_voice_volume <value>
Type: String
Volume scale for voice (Coming from players and NPCs).
cl_vr_hmd_view_enabled <value>
Type: String
Enables or disables the view for virtual reality (Only works if virtual reality has been enabled in the menu.).
cl_vr_mirror_window_enabled <value>
Type: String
Enables or disables the mirror window for virtual reality (Only works if virtual reality has been enabled in the menu.).
cl_water_surface_simulation_edge_iteration_count <value>
Type: String
The more iterations, the more detailed the water simulation will be, but at a great performance cost.
cl_water_surface_simulation_enable_gpu_acceleration <value>
Type: String
If enabled, water surfaces will be simulated on the GPU instead of the CPU. This should greatly improve performance in most cases.
cl_water_surface_simulation_spacing <value>
Type: String
Grid spacing for simulating water surfaces. Lower values will result in a more detailed simulation, but at a great performance cost.
cl_window_resolution <value>
Type: String
Changes the window resolution.
debug_ai_navigation <value>
Type: String
Displays the current navigation path for all NPCs.
debug_bsp_lock <value>
Type: String
Locks BSP culling so it doesn't change when the camera moves.
debug_bsp_nodes <value>
Type: String
Prints and draws various debug information about the binary space partitioning of the level (if available). 1 = Draw leaf of camera location and all visible leaves, 2 = Same, but doesn't update continuously.
debug_hide_gui 1/0
Type: Boolean
Disables GUI rendering.
debug_nav_show_meshes <value>
Type: String
debug_occlusion_culling_freeze_camera <value>
Type: String
Freezes the current camera position in place for occlusion culling.
debug_particle_blob_show_neighbor_links <value>
Type: String
Displays the links to adjacent neighbors for blob particles.
debug_physics_draw <value>
Type: String
Draws various physics information as wireframe.
debug_profiling_enabled <value>
Type: String
Enables profiling timers.
debug_render_lock_render_command_buffers <value>
Type: String
Locks the current render command buffers and causes them to not be re-created every frame.
debug_render_lock_render_queues <value>
Type: String
Locks the current render queues and effectively disables the render queue thread.
debug_render_normals <value>
Type: String
Displays all normals as lines in the world. 0 = Disabled, 1 = Display normals, 2 = Display normals, tangents and bitangents, 3 = Display face normals, 4 = Display tangents, 5 = Display bitangents.
debug_render_octree_dynamic_draw <value>
Type: String
Draws the octree for dynamic objects.
debug_render_octree_static_draw <value>
Type: String
Draws the octree for static world geometry.
debug_steam_audio_probe_boxes <value>
Type: String
Displays the sound probe spheres for the current map.
host_timescale <value>
Type: String
Specifies the timescale. A value of 2 means the game will run at twice the default speed.
log_enabled <value>
Type: String
0 = Log disabled; 1 = Log errors only; 2 = Log errors and warnings; 3 = Log all console output
log_file <value>
Type: String
The log-file the console output will be logged to.
lua_open_editor_on_error <value>
Type: String
1 = Whenever there's a Lua error, the engine will attempt to automatically open a Lua IDE and open the file and line which caused the error.
net_graph <value>
Type: String
Displays a graph about current network transmissions.
net_library <netLibrary>
Type: String
The underlying networking library to use for multiplayer games.
password <value>
Type: String
Password which will be used for the next connection attempt.
phys_engine <physEngie>
Type: String
The underlying physics engine to use.
playername <value>
Type: String
Local player name.
rcon_password <value>
Type: String
Specifies a password which can be used to run console commands remotely on a server. If no password is specified, this feature is disabled.
render_api <renderApi>
Type: String
The underlying rendering API to use.
render_bloom_amount <value>
Type: String
Number of render passes to use for bloom.
render_bloom_enabled <value>
Type: String
Enables or disables bloom and glow effects.
render_bloom_resolution <value>
Type: String
The width for the bloom texture. The height will be calculated using the aspect ratio of the renderer.
render_clear_scene <value>
Type: String
0 = Default, 1 = Screen is cleared before scene is rendered.
render_clear_scene_color <value>
Type: String
Clear color to use if render_clear_scene is set to 1.
render_csm_max_distance <value>
Type: String
The maximum distance at which csm shadows are casted. A larger distance means lower quality.
render_debug_mode 1/0
Type: Boolean
0 = Disabled, 1 = Ambient Occlusion, 2 = Albedo Colors, 3 = Metalness, 4 = Roughness, 5 = Diffuse Lighting, 6 = Normals, 7 = Normal Map, 8 = Reflectance, 9 = IBL Prefilter, 10 = IBL Irradiance, 11 = Emission, 12 = Lightmaps, 13 = Lightmap Uvs, 14 = Unlit, 15 = Show CSM cascades, 16 = Shadow Map Depth, 17 = Forward+ Heatmap.
render_draw_dynamic <value>
Type: String
1 = Default, 0 = Don't draw props.
render_draw_glow <value>
Type: String
1 = Default, 0 = Glow-effects aren't drawn.
render_draw_particles <value>
Type: String
1 = Default, 0 = Particles aren't drawn.
render_draw_scene <value>
Type: String
1 = Default, 0 = Scene isn't drawn.
render_draw_sky <value>
Type: String
1 = Default, 0 = Sky isn't drawn.
render_draw_static <value>
Type: String
1 = Default, 0 = Don't draw level geometry.
render_draw_translucent <value>
Type: String
1 = Default, 0 = Don't draw translucent objects.
render_draw_view <value>
Type: String
1 = Default, 0 = View-Models aren't drawn.
render_draw_water <value>
Type: String
1 = Default, 0 = Water isn't drawn.
render_draw_world <value>
Type: String
1 = Default, 2 = Wireframe, 0 = Don't draw world.
render_dynamic_lighting_enabled 1/0
Type: Boolean
Enables or disables dynamic lighting.
render_dynamic_shadows_enabled 1/0
Type: Boolean
Enables or disables dynamic shadows.
render_forwardplus_tile_size <value>
Type: String
Changes the tile size used for the light culling in forward+.
render_hdr_max_exposure <value>
Type: String
Expore will be clamped at this value. Can be overwritten by the map.
render_ibl_enabled 1/0
Type: Boolean
Enables or disables image-based lighting.
render_instancing_enabled 1/0
Type: Boolean
Enables or disables instanced rendering.
render_instancing_threshold [2,inf]
Type: UInt32
The threshold at which to start instancing entities if instanced rendering is enabled (render_instancing_threshold). Must not be lower than 2!
render_multithreaded_rendering_enabled 1/0
Type: Boolean
Enables or disables multi-threaded rendering. Some renderers (like OpenGL) don't support multi-threaded rendering and will ignore this flag.
render_normalmapping_enabled <value>
Type: String
1 = Normal mapping enabled, 0 = disabled.
render_pp_nightvision <value>
Type: String
Enables or disables night vision.
render_pp_nightvision_color_amplification <value>
Type: String
Amplification factor for pixels with low luminance.
render_pp_nightvision_luminance_threshold <value>
Type: String
Changes the luminance threshold for the night vision post-processing effect.
render_pp_nightvision_noise_texture <value>
Type: String
Noise texture to use for the night vision post-processing effect.
render_queue_entities_per_worker_job [1,50]
Type: UInt32
Number of entities for each job processed by a worker thread.
render_queue_worker_jobs_per_batch [0,10]
Type: UInt32
Number of worker jobs to accumulate in a batch before assigning a worker.
render_queue_worker_thread_count [1,10]
Type: UInt32
Number of threads to use for generating render queues.
render_shadow_quality <value>
Type: String
Shadowmap Quality. This affects the detail of the object shadows that are being rendered
render_technique <value>
Type: String
0 = Rasterization, 1 = Raytracing
render_texture_filtering <value>
Type: String
0 = Nearest-Neighbor, 1 = Bilinear, 2 = trilinear.
render_vsync_enabled <value>
Type: String
1 = Vertical sync enabled, 0 = disabled.
sh_lua_remote_debugging <value>
Type: String
0 = Remote debugging is disabled; 1 = Remote debugging is enabled serverside; 2 = Remote debugging is enabled clientside. Cannot be changed during an active game. Also requires the "-luaext" launch parameter. Remote debugging cannot be enabled clientside and serverside at the same time.
sh_mount_external_game_resources <value>
Type: String
If set to 1, the game will attempt to load missing resources from external games.
sky_override <value>
Type: String
Replaces the material for all current skyboxes with the specified material.
steam_steamworks_enabled <value>
Type: String
Enables or disables steamworks.
sv_acceleration <value>
Type: String
Player acceleration. If this is too low, the player will be unable to reach full movement speed due to friction forces.
sv_allowcslua <value>
Type: String
1 = Clients can run own clientside scripts, 0 = Custom clientside scripts aren't allowed.
sv_allowdownload <value>
Type: String
Specifies whether clients are allowed to download resources from the server.
sv_allowupload <value>
Type: String
Specifies whether clients are allowed to upload resources to the server (e.g. spraylogos).
sv_cheats <value>
Type: String
Allows clients to run console commands which are marked as cheats if set to 1.
sv_debug_physics_draw <value>
Type: String
Draws various serverside physics information as wireframe.
sv_friction <value>
Type: String
Global friction scale.
sv_gamemode <value>
Type: String
Gamemode which should be used when starting a game.
sv_gravity <value>
Type: String
Specifies the default gravity force and direction. Certain entities may overwrite this for themselves.
sv_maxplayers <value>
Type: String
Specifies the maximum amount of players that are allowed to join the server.
sv_noclip_speed <value>
Type: String
The speed at which players can move in noclip mode.
sv_password <value>
Type: String
Sets a password for the server. No player will be able to join, unless they provide the correct password using the 'password' command.
sv_physics_simulation_enabled <value>
Type: String
Enables or disables physics simulation.
sv_player_air_move_scale <value>
Type: String
The scale at which players are still able to move while in the air. 0 = Players can't move until they've landed, 1 = Players can move freely while in the air
sv_port_tcp <value>
Type: String
TCP port which will be used when starting a server.
sv_port_udp <value>
Type: String
UDP port which will be used when starting a server.
sv_require_authentication 1/0
Type: Boolean
If enabled, clients will have to authenticate via steam to join the server.
sv_restitution <value>
Type: String
Global restitution scale.
sv_servername <value>
Type: String
The server name which will be displayed in the server browser.
sv_tickrate <value>
Type: String
Specifies the tickrate. A higher tickrate means smoother and more reliable physics, but also more data to transmit to clients. Higher values can result in more lag for clients.
sv_timeout_duration <value>
Type: String
Amount of time until a client is forcibly dropped if no data has been received.
sv_use_p2p_if_available <value>
Type: String
Use a peer-to-peer connection if the selected networking layer supports it.
sv_water_surface_simulation_edge_iteration_count <value>
Type: String
The more iterations, the more detailed the water simulation will be, but at a great performance cost.
sv_water_surface_simulation_shared <value>
Type: String
If enabled, water surface simulation will be shared between client and server (Simulation is only performed once). This will only have an effect in single-player or on listen servers.
Commands
+attack
Triggers the primary fire for the player character's equipped weapon.
+attack2
Triggers the secondary fire for the player character's equipped weapon.
+attack3
Triggers the tertiary fire for the player character's equipped weapon.
+attack4
Triggers the quaternary fire for the player character's equipped weapon.
+backward
Moves the player character backward while active.
+crouch
Prompts the player character to crouch.
+forward
Moves the player character forward while active.
+jump
Prompts the player character to jump.
+left
Moves the player character left while active.
+reload
Triggers the reload for the player character's equipped weapon.
+right
Moves the player character right while active.
+sprint
Enables sprinting while moving forward.
+turn_down
Continuously turns the player character leftwards.
+turn_left
Continuously turns the player character leftwards.
+turn_right
Continuously turns the player character leftwards.
+turn_up
Continuously turns the player character leftwards.
+use
Prompts the player character to use whatever is in front of him.
+walk
Enables walking while moving forward.
-attack
Triggers the primary fire for the player character's equipped weapon.
-attack2
Triggers the secondary fire for the player character's equipped weapon.
-attack3
Triggers the tertiary fire for the player character's equipped weapon.
-attack4
Triggers the quaternary fire for the player character's equipped weapon.
-backward
Moves the player character backward while active.
-crouch
Prompts the player character to crouch.
-forward
Moves the player character forward while active.
-jump
Prompts the player character to jump.
-left
Moves the player character left while active.
-reload
Triggers the reload for the player character's equipped weapon.
-right
Moves the player character right while active.
-sprint
Enables sprinting while moving forward.
-turn_down
Continuously turns the player character leftwards.
-turn_left
Continuously turns the player character leftwards.
-turn_right
Continuously turns the player character leftwards.
-turn_up
Continuously turns the player character leftwards.
-use
Prompts the player character to use whatever is in front of him.
-walk
Enables walking while moving forward.
asset_clear_unused
Clears all unused assets from memory.
asset_clear_unused_materials
Clears all unused materials from memory.
asset_clear_unused_models
Clears all unused models from memory.
asset_clear_unused_textures
Clears all unused textures from memory.
bind
Binds a key to a command string. Usage: bind <key> <command>
bind_keys
Prints a list of all bindable keys to the console.
cl_debug_netmessages
Prints out debug information about recent net-messages.
cl_entities
Prints a list of all current clientside entities in the world.
cl_find
Finds similar console commands to whatever was given as argument.
cl_gpu_timer_queries_dump
Prints all timer query results to the console.
cl_list
Prints a list of all clientside console commands to the console.
cl_send
Sends a text message to the server and displays it in the console. Usage: cl_send <message>
cl_send_udp
Sends a text message to the server via UDP and displays it in the console. Usage: cl_send_udp <message>
cl_steam_audio_reload_scene
Reloads the steam audio scene cache.
clear
Clears everything in the console.
clear_cache
Clears all of the cached engine files.
closeserver
Closes the server (if active) and drops all connected clients.
connect
Attempts to connect to the specified server. Usage: connect <ipV6/ipV4> or connect <steamId> or without arguments to re-try the last attempt.
crash
Forces the engine to crash.
credits
Prints a list of developers.
debug_ai_schedule
Prints the current schedule behavior tree for the specified NPC on screen.
debug_ai_schedule_print
Prints the current schedule behavior tree for the specified NPC.
debug_aim_info
Prints information about whatever the local player is looking at.
debug_audio_aux_effect
Applies a global DSP effect. Usage: debug_audio_aux_effect <dspName> <gain>
debug_audio_sounds
Prints information about all active server- and clientside sounds to the console.
debug_dump_shader_code
Dumps the glsl code for the specified shader.
debug_font
Displays the glyph map for the specified font. If no arguments are specified, all available fonts will be listed. Usage: debug_font <fontName>
debug_font_glyph_map
Displays the glyph map for the specified font.
debug_glow_bloom
Displays the scene glow texture on screen. Usage: debug_glow_bloom <1/0>
debug_gui_cursor
Prints information about the GUI element currently hovered over by the cursor.
debug_hdr_bloom
Displays the scene bloom texture on screen. Usage: debug_hdr_bloom <1/0>
debug_hitboxes
Displays the hitboxes for the entity under the crosshair, or the entity with the given name (If it was specified.).
debug_light_shadowmap
Displays the depth map for the given light on screen. Call without arguments to turn the display off. Usage: debug_light_shadowmap <lightEntityIndex>
debug_light_sources
Prints debug information about all light sources in the scene.
debug_lightmaps
Displays the lightmaps for the loaded level.
debug_nav_path_end
Sets an end point for a navigation path. Use debug_nav_path_start to set the start point. The path will be drawn in the scene once both points have been set.
debug_nav_path_start
Sets a start point for a navigation path. Use debug_nav_path_end to set the end point.
debug_particle_alpha_mode
Specifies the blend mode arguments for particle systems that use the 'custom' alpha mode. Argument order: <srcColorBlendFactor> <dstColorBlendFactor> <srcAlphaBlendFactor> <dstAlphaBlendFactor> <opColor> <opAlpha>. Blend factor options: zero, one, src_color, one_minus_src_color, dst_color, one_minus_dst_color, src_alpha, one_minus_src_alpha, dst_alpha, one_minus_dst_alpha, constant_color, one_minus_constant_color, constant_alpha, one_minus_constant_alpha, src_alpha_saturate, src1_color, one_minus_src1_color, src1_alpha, one_minus_src1_alpha Operation options: add, subtract, reverse_subtract, min, max
debug_pbr_ibl
Displays the irradiance, prefilter and brdf map for the closest cubemap.
debug_prepass
Displays prepass buffers to screen.
debug_profiling_physics_end
Prints physics profiling information for the last simulation step.
debug_profiling_physics_start
Prints physics profiling information for the last simulation step.
debug_profiling_print
Prints the last profiled times.
debug_render_depth_buffer
Draws the scene depth buffer to screen.
debug_render_info
Prints some timing information to the console.
debug_render_memory_budget
Prints information about the current GPU memory budget.
debug_render_memory_stats
Prints statistics about the current GPU memory usage.
debug_render_octree_dynamic_find
Finds the specified entity in the octree for dynamic objects.
debug_render_octree_dynamic_print
Prints the octree for dynamic objects to the console, or a file if a file name is specified.
debug_render_octree_static_print
Prints the octree for static world geometry to the console, or a file if a file name is specified.
debug_render_scene
Displays scene to screen.
debug_render_stats
Prints information about the next frame.
debug_render_validation_error_enabled
Enables or disables the specified validation error.
debug_ssao
Displays the ssao buffers to screen.
debug_steam_audio_dump_scene
Saves the steam audio scene as OBJ file.
debug_texture_mipmaps
Displays the mipmaps of the given texture. Usage: debug_texture_mipmaps <texturePath>
debug_textures
Prints information about the currently loaded textures.
debug_water
Displays the reflection, refraction and refraction depth map for the given water-entity on screen. Call without arguments to turn the display off. Usage: debug_light_water <waterEntityIndex>
disconnect
Disconnects from the server (if a connection is active), or closes the game if in single player mode.
drop
Drops the player's active weapon.
echo
Prints something to the console. Usage: echo <message>
ent_create
Creates and spawns a new entity with the given class name at the position in the world the player is looking at. Usage: ent_create <className>
ent_input
Triggers the given input on the specified entity. Usage: ent_input <entityName/entityClass> <input>
ent_remove
Removes the specified entity, or the entity the player is looking at if no argument is provided. Usage: ent_remove <entityName/className>
ent_scale
Changes the scale of the specified entity. Usage: ent_input <entityName/entityClass> <scale>
entities
Prints a list of all current serverside entities in the world.
exec
Executes a config file. Usage exec <fileName>
exit
Exits the game.
find
Finds similar console commands to whatever was given as argument.
flashlight
Toggles the flashlight.
fps
Prints the current fps to the console.
getang
Prints the current angles of the local player to the console.
getcamang
Prints the current angles of the camera to the console.
getcampos
Prints the current position of the camera.
getpos
Prints the current position of the local player to the console.
give_ammo
Gives the local player the specified ammunition.
give_weapon
Gives the local player the specified weapon and deploys it.
godmode
Toggles god mode. Requires cheats to be enabled (Or single player mode running).
heartbeat
Instantly sends a heartbeat to the master server.
help
Find help about a convar/concommand.
hurtme
Applies the specified amount of damage to self.
keymappings
Prints a list of all active key bindings to the console.
kick
Kicks the specified player for the given reason. Usage: kick <playerId/playerName> <reason>
list
Prints a list of all serverside console commands to the console.
list_maps
Prints a list of all available list to the console.
listmaps
load
loc_reload
Reloads all localization files.
log
Adds the specified message to the engine log. Usage: log <msg>.
lua_compile
Opens the specified lua-file and outputs a precompiled file with the same name (And the extension '.clua').
lua_exec
Opens and executes a lua-file on the server.
lua_exec_cl
Opens and executes a lua-file on the client.
lua_help
Prints information about the specified function, library or enum (or the closest candiate). Usage: lua_help <function/library/enum>.
lua_reload_entities
Reloads the scripts for all registered lua entity classes.
lua_reload_entity
Reloads the scripts for the given entity class. Usage: lua_reload_entity <className>
lua_reload_weapon
Reloads the scripts for the given weapon class. Usage: lua_reload_weapon <className>
lua_reload_weapons
Reloads the scripts for all registered lua weapon classes.
lua_run
Runs a lua command on the server lua state.
lua_run_cl
Runs a lua command on the client lua state.
lua_run_gui
Runs a lua command on the GUI lua state.
map
Loads the given map immediately. Usage: map <mapName>
map_build_reflection_probes
Build all reflection probes in the map. Use the '-rebuild' argument to clear all current IBL textures first. Use 'debug_pbr_ibl' to check the probes after they have been built.
map_rebuild_lightmaps
Rebuilds the lightmaps for the current map. Note that this will only work if the map was compiled with lightmap uvs.
nav_generate
nav_reload
next_weapon
Switches to the next weapon in the player's inventory.
noclip
Toggles noclip mode. Requires cheats to be enabled (Or single player mode running).
notarget
Toggles notarget mode. Requires cheats to be enabled (Or single player mode running).
previous_weapon
Switches to the previous weapon in the player's inventory.
quit
Exits the game.
rcon
Sends the given command to the server and runs it serverside. Usage: rcon <command>
reloadmaterial
Reloads the given material (and textures associated with it). Usage: reloadmaterial <materialFile>
reloadmaterials
Reloads all loaded materials and textures.
render_api_info
Prints information about the current render API to the console.
save
screenshot
Writes the contents of the screen into a .tga-file in 'screenshots/'. The name of the file will start with the map's name, or 'pragma' if no map is loaded. After the name follows an ID which is incremented each time. You can use 'screenshot 1' to take a screenshot without the GUI (Ingame only).
setang
Changes the angles of the local player. Requires cheats to be enabled. Usage: setang <pitch> <yaw> <roll>
setpos
Changes the position of the local player. Requires cheats to be enabled. Usage: setpos <x> <y> <z>
shader_list
Prints a list of all currently loaded shaders
shader_optimize
Uses LunarGLASS to optimize the specified shader.
shader_reload
Reloads a specific shader, or all registered shaders if no arguments are given. Usage: shader_reload <shaderName>
sound_play
Precaches and immediately plays the given sound file. Usage: sound_play <soundFile>
sound_stop
Stops all sounds that are currently playing.
startserver
Starts an internet server. Requires a running game.
status
Prints information about the current connection to the console.
strip_weapons
Strips all weapons from the local player.
suicide
Commit suicide.
sv_debug_netmessages
Prints out debug information about recent net-messages.
sv_send
Sends a text message to all connected clients and displays it in the console. Usage: sv_send <message>
sv_send_udp
Sends a text message to all connected clients via UDP and displays it in the console. Usage: sv_send_udp <message>
thirdperson
Toggles between first- and third-person mode.
toggle
Toggles the specified console variable between 0 and 1.
toggleconsole
Toggles the developer console.
udm_convert
Converts a UDM file from binary to ASCII or the other way around.
udm_validate
Validates the specified UDM file.
unbind
Unbinds the given key.
unbindall
Unbinds all keys.
version
Prints the current engine version to the console.
vk_dump_extensions
Dumps all available vulkan extensions to 'vk_extensions.txt'.
vk_dump_features
Dumps all vulkan features to 'vk_features.txt'.
vk_dump_format_properties
Dumps all vulkan format properties to 'vk_format_properties.txt'.
vk_dump_image_format_properties
Dumps all vulkan image format properties to 'vk_image_format_properties.txt'.
vk_dump_layers
Dumps all available vulkan layers to 'vk_layers.txt'.
vk_dump_limits
Dumps all vulkan limitations to 'vk_limits.txt'.
vk_dump_memory_stats
Dumps information about currently allocated GPU memory.
vk_print_memory_stats
Prints information about currently allocated GPU memory to the console.
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