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Forum > Half-Life Serie > Half-Life 2 > ALLE konsolenbefehle?
Status: Offen
5 Beiträge
Letzter Beitrag Seiten (1):  [1]


Autor Beitrag
# 1
Nachricht offline
Headcrab
0 Punkte
Dabei seit: 14.12.2004
85 Beiträge
ALLE konsolenbefehle?
Hi, ich bräuchte ma dringend die ganzen konsolenbefehle fü keine kollision etc. für garrysmod. bei googel hab ich nix gefunden un dmitta suche auch nix?!
14.08.2005, 04:33 Uhr Anzeigen
# 2
King2500  (40)
HLP - Webmaster
Nachricht offline Admin
Gargantua
25.821 Punkte
Dabei seit: 27.09.2003
6.051 Beiträge
hm.. auswendig weiß ich die auch nicht alle aber wenn du in der console find <keyword> eingibst findest du alle commands die "keyword" enthalten...

Beispiel:
find ai findet alle KI-Befehle....
____________________________________
23.08.2005, 01:42 Uhr Anzeigen
# 3
Price  (43)
Nachricht offline
Alien Grunt
5.405 Punkte
Dabei seit: 21.11.2004
963 Beiträge
;)
>> HALF LIFE 2 COMMAND VARIABLES
>> [downloaded from www.TweakGuides.com]

* Note: The values shown in this file are not optimized and may not be appropriate for your system. Refer to the Half Life 2 Tweak Guide at for tweaking details: http://www.tweakguides.com/HL2_1.html

---------------------------------------------------

addip : cmd : : Add an IP address to the ban list.
adsp_alley_min : 122 : :
adsp_courtyard_min : 126 : :
adsp_debug : 0 : , "a" :
adsp_door_height : 112 : :
adsp_duct_min : 106 : :
adsp_hall_min : 110 : :
adsp_low_ceiling : 108 : :
adsp_opencourtyard_min : 126 : :
adsp_openspace_min : 130 : :
adsp_openstreet_min : 118 : :
adsp_openwall_min : 130 : :
adsp_room_min : 102 : :
adsp_street_min : 118 : :
adsp_tunnel_min : 114 : :
adsp_wall_height : 128 : :
ai_actbusy_search_time : 10 : , "sv" :
ai_ally_manager_debug : 0 : , "sv" :
ai_auto_contact_solver : 1 : , "sv" :
ai_citizen_debug_commander : 1 : , "sv" :
ai_clear_bad_links : cmd : : Clears bits set on nav links indicating link is unusable
ai_debug_actbusy : 0 : , "sv", "cheat" : Used to debug actbusy behavior. Usage: 1: Constantly draw lines from NPCs to the actbusy nodes they've chosen to actbusy at. 2: Whenever an NPC makes a decision to use an actbusy, show which actbusy they've chosen. 3: Selected NPCs (with npc_select) will report why they're not choosing actbusy nodes. 4: Display debug output of actbusy logic.
ai_debug_assault : 0 : , "sv" :
ai_debug_directnavprobe : 0 : , "sv" :
ai_debug_doors : 0 : , "sv" :
ai_debug_efficiency : 0 : , "sv" :
ai_debug_enemies : 0 : , "sv" :
ai_debug_expressions : 0 : , "sv" : Show random expression decisions for NPCs.
ai_debug_follow : 0 : , "sv" :
ai_debug_loners : 0 : , "sv" :
ai_debug_looktargets : 0 : , "sv" :
ai_debug_los : 0 : , "sv", "cheat" : NPC Line-Of-Sight debug mode. If 1, solid entities that block NPC LOC will be highlighted with white bounding boxes. If 2, it'll show non-solid entities that would do it if they were solid.
ai_debug_nav : 0 : , "sv" :
ai_debug_node_connect : cmd : : Debug the attempted connection between two nodes
ai_debug_ragdoll_magnets : 0 : , "sv" :
ai_debug_readiness : 0 : , "sv" :
ai_debug_shoot_positions : 0 : , "sv", "rep" :
ai_debug_speech : 0 : , "sv" :
ai_debug_squads : 0 : , "sv" :
ai_debug_think_ticks : 0 : , "sv" :
ai_debugscriptconditions : 0 : , "sv" :
ai_disable : cmd : : Bi-passes all AI logic routines and puts all NPCs into their idle animations. Can be used to get NPCs out of your way and to test effect of AI logic routines on frame rate
ai_drawbattlelines : 0 : , "sv", "cheat" :
ai_dump_hints : cmd : :
ai_efficiency_override : 0 : , "sv" :
ai_follow_move_commands : 1 : , "sv" :
ai_follow_use_points : 1 : , "sv" :
ai_follow_use_points_when_moving : 1 : , "sv" :
ai_lead_time : 0 : , "sv" :
ai_LOS_mode : 0 : , "sv", "rep" :
ai_moveprobe_debug : 0 : , "sv" :
ai_moveprobe_jump_debug : 0 : , "sv" :
ai_moveprobe_usetracelist : 0 : , "sv" :
ai_new_aiming : 1 : , "sv" :
ai_newgroundturret : 0 : , "sv" :
ai_next_hull : cmd : : Cycles through the various hull sizes. Currently selected hull size is written to the screen. Controls which connections are shown when ai_show_hull or ai_show_connect commands are used Arguments: -none-
ai_no_local_paths : 0 : , "sv" :
ai_no_node_cache : 0 : , "sv" :
ai_no_select_box : 0 : , "sv" :
ai_no_steer : 0 : , "sv" :
ai_no_talk_delay : 0 : , "sv" :
ai_nodes : cmd : : Toggles node display. First call displays the nodes for the given network as green objects. Second call displays the nodes and their IDs. Nodes are color coded as follows: Green - ground node Cyan - air node Magenta - climb node Grey - node not available for selected hull size Orange - node currently locked
ai_norebuildgraph : 0 : , "sv" :
ai_path_adjust_speed_on_immediate_turns : 1 : , "sv" :
ai_path_insert_pause_at_est_end : 1 : , "sv" :
ai_path_insert_pause_at_obstruction : 1 : , "sv" :
ai_reaction_delay_alert : 0 : , "sv" :
ai_reaction_delay_idle : 0 : , "sv" :
ai_readiness_decay : 120 : , "sv" :
ai_rebalance_thinks : 1 : , "sv" :
ai_reloadresponsesystems : cmd : : Reload all response system scripts.
ai_report_task_timings_on_limit : 0 : , "a", "sv" :
ai_resume : cmd : : If NPC is stepping through tasks (see ai_step ) will resume normal processing.
ai_sequence_debug : 0 : , "sv" :
ai_set_move_height_epsilon : cmd : : Set how high AI bumps up ground walkers when checking steps
ai_shot_bias : 1 : , "sv" :
ai_shot_bias_max : 1 : , "sv", "rep" :
ai_shot_bias_min : -1 : , "sv", "rep" :
ai_shot_stats : 0 : , "sv" :
ai_shot_stats_term : 1000 : , "sv" :
ai_show_connect : cmd : : Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Green - ground movement Blue - jumping movement Cyan - flying movement Magenta - climbing movement Red - connection disabled
ai_show_connect_fly : cmd : : Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Green - ground movement Blue - jumping movement Cyan - flying movement Magenta - climbing movement Red - connection disabled
ai_show_connect_jump : cmd : : Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Green - ground movement Blue - jumping movement Cyan - flying movement Magenta - climbing movement Red - connection disabled
ai_show_graph_connect : cmd : : Toggles graph connection display for the node that the player is looking at. Nodes that are connected to the selected node by the net graph will be drawn in red with magenta lines connecting to the selected node. Nodes that are not connected via the net graph from the selected node will be drawn in blue.
ai_show_grid : cmd : : Draw a grid on the floor where looking.
ai_show_hints : cmd : : Displays all hints as small boxes Blue - hint is available for use Red - hint is currently being used by an NPC Orange - hint not being used by timed out Grey - hint has been disabled
ai_show_hull : cmd : : Displays the allowed hulls between each node for the currently selected hull type. Hulls are color code as follows: Green - ground movement Blue - jumping movement Cyan - flying movement Magenta - climbing movement Arguments: -none-
ai_show_hull_attacks : 0 : , "sv" :
ai_show_node : cmd : : Highlight the specified node
ai_show_think_tolerance : 0 : , "sv" :
ai_show_visibility : cmd : : Toggles visibility display for the node that the player is looking at. Nodes that are visible from the selected node will be drawn in red with yellow lines connecting to the selected node. Nodes that are not visible from the selected node will be drawn in blue.
ai_simulate_task_overtime : 0 : , "sv" :
ai_spread_cone_focus_time : 0 : , "sv" :
ai_spread_defocused_cone_multiplier : 3 : , "sv" :
ai_spread_pattern_focus_time : 0 : , "sv" :
ai_step : cmd : : NPCs will freeze after completing their current task. To complete the next task, use 'ai_step' again. To resume processing normally use 'ai_resume'
ai_think_limit_label : 0 : , "a", "sv" :
ai_use_clipped_paths : 1 : , "sv" :
ai_use_efficiency : 1 : , "sv" :
ai_use_frame_think_limits : 1 : , "sv" :
ai_use_readiness : 1 : , "sv" :
ai_use_think_optimizations : 1 : , "sv" :
ainet_generate_report : cmd : : Generate a report to the console.
ainet_generate_report_only : cmd : : Generate a report to the console.
air_density : cmd : : Changes the density of air for drag computations.
airboat_fatal_stress : 5000 : , "sv" : Amount of stress in kg that would kill the airboat driver.
alias : cmd : : Alias a command.
autosave : cmd : :
banid : cmd : : Add a user ID to the ban list.
bench_end : cmd : : Ends gathering of info.
bench_showstatsdialog : cmd : : Shows a dialog displaying the most recent benchmark results.
bench_start : cmd : : Starts gathering of info. Arguments: filename to write results into
bench_upload : cmd : : Uploads most recent benchmark stats to the Valve servers.
benchframe : cmd : : Takes a snapshot of a particular frame in a time demo.
bgmvolume : 1 : , "a" : CD sound playback volume.
bind : cmd : : Bind a key.
BindToggle : cmd : :
birds_debug : 0 : , "sv" :
blink_duration : 0 : , "cl" : How many seconds an eye blink will last.
bloodspray : cmd : : blood
box : cmd : : Draw a debug box.
breakable_disable_gib_limit : 0 : , "sv" :
breakable_multiplayer : 1 : , "sv" :
buddha : cmd : : Toggle. Player takes damage but won't die. (Shows red cross when health is zero)
budget_averages_window : 30 : , "a" : number of frames to look at when figuring out average frametimes
budget_background_alpha : 128 : , "a" : how translucent the budget panel is
budget_bargraph_background_alpha : 128 : , "a" : how translucent the budget panel is
budget_bargraph_range_ms : 16 : , "a" : budget bargraph range in milliseconds
budget_history_numsamplesvisible : 100 : , "a" : number of samples to draw in the budget history window. The lower the better as far as rendering overhead of the budget panel
budget_history_range_ms : 66 : , "a" : budget history range in milliseconds
budget_panel_bottom_of_history_fraction : 0 : , "a" : number between 0 and 1
budget_panel_height : 384 : , "a" : height in pixels of the budget panel
budget_panel_width : 512 : , "a" : width in pixels of the budget panel
budget_panel_x : 0 : , "a" : number of pixels from the left side of the game screen to draw the budget panel
budget_panel_y : 50 : , "a" : number of pixels from the top side of the game screen to draw the budget panel
budget_peaks_window : 30 : , "a" : number of frames to look at when figuring out peak frametimes
budget_show_averages : 0 : , "a" : enable/disable averages in the budget panel
budget_show_history : 1 : , "a" : turn history graph off and on. . good to turn off on low end
budget_show_peaks : 1 : , "a" : enable/disable peaks in the budget panel
bug : cmd : : Show/hide the bug reporting UI.
bug_swap : cmd : : Automatically swaps the current weapon for the bug bait and back again.
bugbait_distract_time : 5 : , "sv" :
bugbait_grenade_radius : 150 : , "sv" :
bugbait_hear_radius : 2500 : , "sv" :
bugbait_radius : 512 : , "sv" :
bugreporter_includebsp : 1 : : Include .bsp for internal bug submissions.
buildcubemaps : cmd : : Rebuild cubemaps.
building_cubemaps : 0 : :
bulletspeed : 6000 : , "sv" :
c_maxdistance : 200 : , "a", "cl" :
c_maxpitch : 90 : , "a", "cl" :
c_maxyaw : 135 : , "a", "cl" :
c_mindistance : 30 : , "a", "cl" :
c_minpitch : 0 : , "a", "cl" :
c_minyaw : -135 : , "a", "cl" :
c_orthoheight : 100 : , "a", "cl" :
c_orthowidth : 100 : , "a", "cl" :
cache_print : cmd : : Print out contents of cache memory.
cam_command : 0 : , "a", "cheat", "cl" :
cam_idealdist : 64 : , "a", "cl" :
cam_idealpitch : 0 : , "a", "cl" :
cam_idealyaw : 90 : , "a", "cl" :
cam_snapto : 0 : , "a", "cl" :
camortho : cmd : : Switch to orthographic camera.
cancelselect : cmd : :
cast_hull : cmd : : Tests hull collision detection
cast_ray : cmd : : Tests collision detection
cc_captiontrace : 1 : , "cl" : Show missing closecaptions (0 = no, 1 = devconsole, 2 = show in hud)
cc_emit : cmd : : Emits a closed caption
cc_lang : 0 : , "a", "cl" : Current close caption language (emtpy = use game UI language)
cc_linger_time : 1 : , "a", "cl" : Close caption linger time.
cc_lookup_crc : cmd : : For tracking down missing CC token strings
cc_predisplay_time : 0 : , "a", "cl" : Close caption delay before showing caption.
cc_sentencecaptionnorepeat : 4 : , "cl" : How often a sentence can repeat.
cc_subtitles : 0 : , "a", "cl" : If set, don't show sound effect captions, just voice overs (i.e., won't help hearing impaired players).
cd : cmd : : Play or stop a cd track.
centerview : cmd : :
ch_createairboat : cmd : : Spawn airboat in front of the player.
ch_createjeep : cmd : : Spawn jeep in front of the player.
changelevel : cmd : : Change server to the specified map
changelevel2 : cmd : : Transition to the specified map in single player
cl_allowdownload : 1 : , "a" : Client downloads customization files
cl_allowupload : 1 : , "a" : Client uploads customization files
cl_anglespeedkey : 0 : , "cl" :
cl_animationinfo : cmd : : Hud element to examine.
cl_backspeed : 400 : , "a", "cl" :
cl_bob : 0 : , "cl" :
cl_bobcycle : 0 : , "cl" :
cl_bobup : 0 : , "cl" :
cl_class : 0 : , "a", "user", "cl" : Default class when joining a game
cl_clock_correction : 1 : , "cheat" : Enable/disable clock correction on the client.
cl_clock_correction_adjustment_max_amount : 200 : , "cheat" : Sets the maximum number of milliseconds per second it is allowed to correct the client clock. It will only correct this amount if the difference between the client and server clock is equal to or larger than cl_clock_correction_adjustment_max_offset.
cl_clock_correction_adjustment_max_offset : 90 : , "cheat" : As the clock offset goes from cl_clock_correction_adjustment_min_offset to this value (in milliseconds), it moves towards applying cl_clock_correction_adjustment_max_amount of adjustment. That way, the response is small when the offset is small.
cl_clock_correction_adjustment_min_offset : 10 : , "cheat" : If the clock offset is less than this amount (in milliseconds), then no clock correction is applied.
cl_clock_correction_force_server_tick : 999 : , "cheat" : Force clock correction to match the server tick + this offset (-999 disables it).
cl_clock_showdebuginfo : 0 : , "cheat" : Show debugging info about the clock drift.
cl_clockdrift_max_ms : 150 : , "cheat" : Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server's.
cl_cmdbackup : 2 : , "a" : For each command packet, how many additional history commands are sent ( helps in case of packet loss )
cl_cmdrate : 30 : , "a", "user" : Max number of command packets sent to server per second
cl_customsounds : 0 : , "cl" : Enable customized player sound playback
cl_demoviewoverride : 0 : , "cl" : Override view during demo playback
cl_detaildist : 1200 : , "matsys" :
cl_detailfade : 400 : , "matsys" :
cl_draw_airboat_wake : 1 : , "cheat", "cl" :
cl_drawhud : 1 : , "cheat", "cl" : Enable the rendering of the hud
cl_drawleaf : -1 : , "cheat", "cl" :
cl_drawmaterial : 0 : , "cheat", "cl" : Draw a particular material over the frame
cl_drawmonitors : 1 : , "cl" :
cl_drawshadowtexture : 0 : , "cheat", "cl" :
cl_ejectbrass : 1 : , "matsys" :
cl_ent_absbox : cmd : : Displays the client's absbox for the entity under the crosshair.
cl_ent_bbox : cmd : : Displays the client's bounding box for the entity under the crosshair.
cl_ent_rbox : cmd : : Displays the client's render box for the entity under the crosshair.
cl_entityreport : 0 : , "cheat" : For debugging, draw entity states to console
cl_extrapolate : 1 : , "cheat", "cl" : Enable/disable extrapolation if interpolation history runs out.
cl_extrapolate_amount : 0 : , "cheat", "cl" : Set how many seconds the client will extrapolate entities for.
cl_flushentitypacket : 0 : , "cheat" : For debugging. Force the engine to flush an entity packet.
cl_forcehighendmonitors : 1 : , "cl" :
cl_forcepreload : 1 : , "a" : Whether we should force preloading.
cl_forwardspeed : 400 : , "a", "cl" :
cl_fullupdate : cmd : : Forces the server to send a full update packet
cl_idealpitchscale : 0 : , "a", "cl" :
cl_ignorepackets : 0 : , "cheat" : Force client to ignore packets (for debugging).
cl_interp : 0 : , "user", "cl" : Interpolate object positions starting this many seconds in past
cl_interp_npcs : 0 : , "user", "cl" : Interpolate NPC positions starting this many seconds in past (or cl_interp, if greater)
cl_interpolate : 1 : , "cl" : Interpolate entities on the client.
cl_lagcomp_errorcheck : 0 : , "cl" : Player index of other player to check for position errors.
cl_lagcompensation : 1 : , "user", "cl" : Perform server side lag compensation of weapon firing events.
cl_leveloverview : 0 : , "cheat", "cl" :
cl_localnetworkbackdoor : 1 : : Enable network optimizations for single player games.
cl_logofile : 0 : , "a" : Spraypoint logo decal.
cl_maxrenderable_dist : 3000 : , "cheat", "cl" : Max distance from the camera at which things will be rendered
cl_mouseenable : 1 : , "cl" :
cl_observercrosshair : 1 : , "a", "cl" :
cl_overdraw_test : 0 : , "cheat", "numeric", "cl" :
cl_panelanimation : cmd : : Shows panel animation variables: <panelname | blanak for all panels>.
cl_particleeffect_aabb_buffer : 2 : , "cheat", "cl" : Add this amount to a particle effect's bbox in the leaf system so if it's growing slowly, it won't have to be reinserted as often.
cl_pclass : 0 : , "cheat", "cl" : Dump entity by prediction classname.
cl_pdump : -1 : , "cheat", "cl" : Dump info about this entity to screen.
cl_phys_props_enable : 1 : , "cl" : Disable clientside physics props (must be set before loading a level).
cl_phys_props_max : 300 : , "cl" : Maximum clientside physic props
cl_phys_timescale : 1 : , "cheat", "cl" : Sets the scale of time for client-side physics (ragdolls)
cl_pitchdown : 89 : , "cl" :
cl_pitchspeed : 225 : , "cl" :
cl_pitchup : 89 : , "cl" :
cl_precacheinfo : cmd : : Show precache info (client).
cl_pred_optimize : 2 : , "cl" : Optimize for not copying data if didn't receive a network update (1), and also for not repredicting if there were no errors (2).
cl_predict : 0 : , "user", "cl" : Perform client side prediction.
cl_predictionlist : 0 : , "cheat", "cl" : Show which entities are predicting
cl_predictweapons : 1 : , "user", "cl" : Perform client side prediction of weapon effects.
cl_ragdoll_collide : 0 : , "cl" :
cl_rate : 10000 : : Max bytes/sec the host can send data
cl_removedecals : cmd : : Remove the decals from the entity under the crosshair.
cl_resend : 6 : : Delay in seconds before the client will resend the 'connect' attempt
cl_SetupAllBones : 0 : , "cl" :
cl_show_bloodspray : 1 : , "cl" :
cl_show_splashes : 1 : , "cl" :
cl_showanimstate : -1 : , "cheat", "cl" : Show the (client) animation state for the specified entity (-1 for none).
cl_showanimstate_log : 0 : , "cheat", "cl" : 1 to output cl_showanimstate to Msg(). 2 to store in AnimState.log. 3 for both.
cl_showents : cmd : : Dump entity list to console.
cl_showerror : 0 : , "cheat", "cl" : Show prediction errors, 2 for above plus detailed field deltas.
cl_showevents : 0 : , "cheat" : Print event firing info in the console
cl_showfps : 0 : , "cl" : Draw fps meter at top of screen (1 = fps, 2 = smooth fps)
cl_showpos : 0 : , "cl" : Draw current position at top of screen
cl_ShowSunVectors : 0 : , "cl" :
cl_showtextmsg : 1 : , "cl" : Enable/disable text messages printing on the screen.
cl_sidespeed : 400 : , "cl" :
cl_slist : 10 : : Number of seconds to wait for server ping responses when checking for server on your lan
cl_smooth : 0 : , "cl" : Smooth view/eye origin after prediction errors
cl_smoothtime : 0 : , "cl" : Smooth client's view after prediction error over this many seconds
cl_soundemitter_flush : cmd : : Flushes the sounds.txt system (client only)
cl_soundfile : 0 : , "a" : Jingle sound file.
cl_soundscape_flush : cmd : : Flushes the client side soundscapes
cl_soundscape_printdebuginfo : cmd : : print soundscapes
cl_starfield_diameter : 128 : , "cl" :
cl_starfield_distance : 256 : , "cl" :
cl_sun_decay_rate : 0 : , "cheat", "cl" :
cl_team : 0 : , "a", "user", "cl" : Default team when joining a game
cl_timeout : 30 : , "a" : After this many seconds without receiving a packet from the server, the client will disconnect itself
cl_updaterate : 20 : , "a", "user" : Number of packets per second of updates you are requesting from the server
cl_upspeed : 320 : , "a", "cl" :
cl_view : cmd : : Set the view entity index.
cl_winddir : 0 : , "cl" : Weather effects wind direction angle
cl_windspeed : 0 : , "cl" : Weather effects wind speed scalar
cl_yawspeed : 210 : , "cl" :
clear : cmd : : Clear all console output.
clear_debug_overlays : cmd : : clears debug overlays
clientport : 27005 : : Host game client port
closecaption : 0 : , "a", "user", "cl" : Enable close captioning.
cmd : cmd : : Forward command to server.
collision_shake_amp : 0 : , "sv" :
collision_shake_freq : 0 : , "sv" :
collision_shake_time : 0 : , "sv" :
combine_guard_spawn_health : 1 : , "sv" :
combine_spawn_health : 1 : , "sv" :
con_drawnotify : 1 : : Disables drawing of notification area (for taking screenshots).
con_enable : 1 : , "a" : Allows the console to be activated.
con_notifytime : 8 : : How long to display recent console text to the upper part of the game window
con_nprint_bgalpha : 50 : : Con_NPrint background alpha.
con_nprint_bgborder : 5 : : Con_NPrint border size.
con_trace : 0 : : Print console text to low level printout.
connect : cmd : : Connect to specified server.
contimes : 8 : : Number of console lines to overlay for debugging.
coop : 0 : , "nf" : Cooperative play.
CreateHairball : cmd : :
creditsdone : cmd : :
crosshair : 1 : , "a", "cl" :
curve_bias : 0 : , "sv" :
cvarlist : cmd : : Show the list of convars/concommands.
deathmatch : 0 : , "nf" : Running a deathmatch server.
debug_physimpact : 0 : , "sv" :
decalfrequency : 10 : , "sv", "nf" :
default_fov : 75 : , "cheat", "cl" :
demo_debug : 0 : : Demo debug info.
demo_fastforwardfinalspeed : 20 : : Go this fast when starting to hold FF button.
demo_fastforwardramptime : 5 : : How many seconds it takes to get to full FF speed.
demo_fastforwardstartspeed : 2 : : Go this fast when starting to hold FF button.
demo_interpolateview : 1 : : Do view interpolation during dem playback.
demo_pauseatservertick : 0 : : Pauses demo playback at server tick
demo_quitafterplayback : 0 : : Quits game after demo playback.
demo_recordcommands : 1 : : Record commands typed at console into .dem files.
demogototick : cmd : : Skips to a tick in demo.
demolist : cmd : : Print demo sequence list.
demopause : cmd : : Pauses demo playback.
demoresume : cmd : : Resumes demo playback.
demos : cmd : : Demo demo file sequence.
demotimescale : cmd : : Sets demo replay speed.
demotogglepause : cmd : : Toggles demo playback.
demoui : cmd : : Show/hide the demo player UI.
developer : 0 : : Show developer messages.
differences : cmd : : Show all convars which are not at their default values.
disconnect : cmd : : Disconnect game from server.
disp_dynamic : 0 : :
disp_modlimit : 80 : :
disp_modlimit_down : 20 : :
disp_modlimit_up : 80 : :
disp_numiterations : 1 : , "cheat" :
dispcoll_drawplane : 0 : , "sv" :
displaysoundlist : 0 : , "sv" :
dog_debug : 0 : , "sv" :
dog_max_wait_time : 7 : , "sv" :
drawcross : cmd : : Draws a cross at the given location Arguments: x y z
drawline : cmd : : Draws line between two 3D Points. Green if no collision Red is collides with something Arguments: x1 y1 z1 x2 y2 z2
dropprimary : cmd : : dropprimary: Drops the primary weapon of the player.
dsp_automatic : 60 : , "demo" :
dsp_db_min : 75 : , "demo" :
dsp_db_mixdrop : 0 : , "demo" :
dsp_dist_max : 1440 : , "a", "demo" :
dsp_dist_min : 0 : , "a", "demo" :
dsp_enhance_stereo : 0 : , "a" :
dsp_facingaway : 0 : , "demo" :
dsp_mix_max : 0 : , "demo" :
dsp_mix_min : 0 : , "demo" :
dsp_off : 0 : , "cheat" :
dsp_player : 0 : , "demo" :
dsp_reload : cmd : :
dsp_room : 1 : , "demo" :
dsp_slow_cpu : 0 : , "a", "demo" :
dsp_spatial : 40 : , "demo" :
dsp_speaker : 50 : , "demo" :
dsp_vol_2ch : 1 : , "demo" :
dsp_vol_4ch : 0 : , "demo" :
dsp_vol_5ch : 0 : , "demo" :
dsp_volume : 1 : , "a", "demo" :
dsp_water : 14 : , "demo" :
dti_flush : cmd : : Write out the datatable instrumentation files (you must run with -dti for this to work).
dtwarning : 0 : : Print data table warnings?
dtwatchent : -1 : : Watch this entities data table encoding.
dtwatchvar : 0 : : Watch the named variable.
dump_globals : cmd : : Dump all global entities/states
dumpstringtables : cmd : : Print string tables to console.
echo : cmd : : Echo text to console.
editdemo : cmd : : Edit a recorded demo file (.dem ).
endmovie : cmd : : Stop recording movie frames.
english : 1 : , "user", "cl" : If set to 1, running the english language set of assets.
ent_absbox : cmd : : Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_bbox : cmd : : Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlays. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_debugkeys : 0 : , "sv" :
ent_dump : cmd : : Usage: ent_dump <entity name>
ent_fire : cmd : : Usage: ent_fire <target> [action] [value] [delay]
ent_info : cmd : : Usage: ent_info <class name>
ent_messages : cmd : : Toggles input/output message display for the selected entity(ies). The name of the entity will be displayed as well as any messages that it sends or receives. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_messages_draw : 0 : , "sv", "cheat" : Visualizes all entity input/output activity.
ent_name : cmd : :
ent_pause : cmd : : Toggles pausing of input/output message processing for entities. When turned on processing of all message will stop. Any messages displayed with 'ent_messages' will stop fading and be displayed indefinitely. To step through the messages one by one use 'ent_step'.
ent_pivot : cmd : : Displays the pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red). Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_rbox : cmd : : Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_remove : cmd : : Removes the given entity(s) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_remove_all : cmd : : Removes all entities of the specified type Arguments: {entity_name} / {class_name}
ent_setname : cmd : : Sets the targetname of the given entity(s) Arguments: {new entity name} {entity_name} / {class_name} / no argument picks what player is looking at
ent_show_response_criteria : cmd : : Print, to the console, an entity's current criteria set used to select responses. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_step : cmd : : When 'ent_pause' is set this will step through one waiting input / output message at a time.
ent_text : cmd : : Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
envmap : cmd : :
escape : cmd : : Escape key pressed.
exec : cmd : : Execute script file.
exit : cmd : : Exit the engine.
fadein : cmd : : fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds.
fadeout : cmd : : fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds.
find : cmd : : Find concommands with the specified string in their name/help text.
fire_absorbrate : 3 : , "sv" :
fire_dmgbase : 1 : , "sv" :
fire_dmginterval : 1 : , "sv" :
fire_dmgscale : 0 : , "sv" :
fire_extabsorb : 5 : , "sv" :
fire_extscale : 12 : , "sv" :
fire_growthrate : 1 : , "sv" :
fire_heatscale : 1 : , "sv" :
fire_incomingheatscale : 0 : , "sv" :
fire_maxabsorb : 50 : , "sv" :
firetarget : cmd : :
firstperson : cmd : : Switch to firstperson camera.
flex_expression : 0 : , "sv" :
flex_looktime : 5 : , "sv" :
flex_maxawaytime : 1 : , "sv" :
flex_maxplayertime : 7 : , "sv" :
flex_minawaytime : 0 : , "sv" :
flex_minplayertime : 5 : , "sv" :
flex_rules : 1 : , "cl" : Allow flex animation rules to run.
flex_smooth : 1 : , "cl" : Applies smoothing/decay curve to flex animation controller changes.
flex_talk : 0 : , "sv" :
flush : cmd : : Flush cache memory.
flush_unlocked : cmd : : Flush unlocked cache memory.
fog_color : -1 : , "cl" :
fog_colorskybox : -1 : , "cl" :
fog_enable : 1 : , "cl" :
fog_enable_water_fog : 1 : :
fog_enableskybox : 1 : , "cl" :
fog_end : -1 : , "cl" :
fog_endskybox : -1 : , "cl" :
fog_override : 0 : , "cheat", "cl" :
fog_start : -1 : , "cl" :
fog_startskybox : -1 : , "cl" :
force_centerview : cmd : :
fov : cmd : : Change players FOV
fps_max : 300 : : Frame rate limiter
free_pass_peek_debug : 0 : , "sv" :
fs_printopenfiles : cmd : : Show all files currently opened by the engine.
fs_warning_level : cmd : : Set the filesystem warning level.
func_break_max_pieces : 15 : , "a", "sv", "rep" :
func_breakdmg_bullet : 0 : , "sv" :
func_breakdmg_club : 1 : , "sv" :
func_breakdmg_explosive : 1 : , "sv" :
g_ai_citizen_show_enemy : 0 : , "sv" :
g_antlion_maxgibs : 16 : , "a", "cl" :
g_debug_antlion : 0 : , "sv" :
g_debug_antlionguard : 0 : , "sv" :
g_debug_antlionmaker : 0 : , "sv", "cheat" :
g_debug_basehelicopter : 0 : , "sv", "cheat" :
g_debug_combine_camera : 0 : , "sv" :
g_debug_cscanner : 0 : , "sv" :
g_debug_doors : 0 : , "sv" :
g_debug_dropship : 0 : , "sv" :
g_debug_dynamicresupplies : 0 : , "sv" : Debug item_dynamic_resupply spawning. Set to 1 to see text printouts of the spawning. Set to 2 to see lines drawn to other items factored into the spawning.
g_debug_gunship : 0 : , "sv", "cheat" :
g_debug_headcrab : 0 : , "sv", "cheat" :
g_debug_physcannon : 0 : , "sv" :
g_debug_ragdoll_removal : 0 : , "sv", "cheat", "rep" :
g_debug_ragdoll_visualize : 0 : , "cheat", "cl" :
g_debug_trackpather : 0 : , "sv", "cheat" :
g_debug_transitions : 0 : , "sv" : Set to 1 and restart the map to be warned if the map has no trigger_transition volumes. Set to 2 to see a dump of all entities & associated results during a transition.
g_debug_turret : 0 : , "sv" :
g_debug_turret_ceiling : 0 : , "sv" :
g_debug_vehiclebase : 0 : , "sv", "cheat" :
g_debug_vehicledriver : 0 : , "sv", "cheat" :
g_debug_vehicleexit : 0 : , "sv", "cheat" :
g_debug_vehiclesound : 0 : , "sv", "cheat" :
g_helicopter_bullrush_bomb_enemy_distance : 0 : , "sv" :
g_helicopter_bullrush_bomb_speed : 850 : , "sv" : The maximum distance the player can be from the chopper before it stops firing
g_helicopter_bullrush_bomb_time : 10 : , "sv" :
g_helicopter_bullrush_distance : 5000 : , "sv" :
g_helicopter_bullrush_mega_bomb_health : 0 : , "sv" : Fraction of the health of the chopper before it mega-bombs
g_helicopter_bullrush_shoot_height : 650 : , "sv" : The maximum distance the player can be from the chopper before it stops firing
g_helicopter_chargetime : 2 : , "sv" : How much time we have to wait (on average) between the time we start hearing the charging sound + the chopper fires
g_helicopter_idletime : 3 : , "sv" : How much time we have to wait (on average) after we fire before we can charge up again
g_helicopter_maxfiringdist : 2500 : , "sv" : The maximum distance the player can be from the chopper before it stops firing
g_jeepexitspeed : 100 : , "sv", "cheat" :
g_Language : 0 : , "sv", "rep" :
g_ragdoll_fadespeed : 600 : , "cl" :
g_ragdoll_maxcount : 8 : , "sv", "rep" :
g_test_new_antlion_jump : 1 : , "a", "sv" :
gameui_hide : cmd : :
getpos : cmd : : dump position and angles to the console
give : cmd : : Give item to player. Arguments: <item_name>
gl_clear : 0 : , "cl" :
god : cmd : : Toggle. Player becomes invulnerable.
groundlist : cmd : : Display ground entity list <index>
heartbeat : cmd : :
help : cmd : : Find help about a convar/concommand.
hideconsole : cmd : : Hide the console.
hidehud : 0 : , "cheat", "cl" :
hidepanel : cmd : : Hides a viewport panel <name>
hl2_normspeed : 190 : , "sv" :
hl2_sprintspeed : 320 : , "sv" :
hl2_walkspeed : 150 : , "sv" :
hltv_autorecord : 0 : : Automatically records all games as HLTV demos.
hltv_cam_distance : 96 : , "cl" : Default HLTV chase camera distance
hltv_cam_fov : 90 : , "cl" : Default HLTV chase camera FOV
hltv_cam_inertia : 100 : , "cl" : Default HLTV chase camera inertia
hltv_cam_offset : 64 : , "cl" : Default HLTV chase camera offset
hltv_cam_phi : 0 : , "cl" : Default HLTV chase camera phi angle
hltv_cam_theta : 0 : , "cl" : Default HLTV chase camera theta angle
hltv_connect : cmd : : Connect to specified HLTV server.
hltv_debug : 0 : : HLTV debug info.
hltv_delay : 10 : , "sv" : HLTV broadcast delay in seconds
hltv_maxclients : 128 : : Maximum client number on HLTV server.
hltv_maxrate : 3500 : : Max client bandwidth rate allowed, 0 == unlimited
hltv_port : 27020 : : Host HLTV port
hltv_record : cmd : : Starts HLTV demo recording.
hltv_retry : cmd : : Reconnects the HLTV relay proxy.
hltv_snapshotinterval : 2 : : Take game snapshot every nth tick
hltv_status : cmd : : Connect to specified HLTV server.
hltv_stop : cmd : : Stops the HLTV broadcast.
hltv_stoprecord : cmd : : Stops HLTV demo recording.
hltv_viewent : 0 : , "sv" : HLTV camera entity index
host_framerate : 0 : : Set to lock per-frame time elapse.
host_limitlocal : 0 : : Apply cl_cmdrate and cl_updaterate to loopback connection
host_map : 0 : : Current map name.
host_profile : 0 : :
host_runofftime : cmd : : Run off some time without rendering/updating sounds
host_showcachemiss : 0 : : Print a debug message when the client or server cache is missed.
host_sleep : 0 : , "cheat" : Force the host to sleep a certain number of milliseconds each frame.
host_speeds : 0 : : Show general system running times.
host_timescale : 1 : : Prescale the clock by this amount.
host_writeconfig : cmd : : Store current settings to config.cfg (or specified .cfg file).
hostname : 0 : : Hostname for server.
hostport : 27015 : : Host game server port
hud_airboathint_numentries : 10 : , "sv" :
hud_autoreloadscript : 0 : , "cl" : Automatically reloads the animation script each time one is ran
hud_deathnotice_time : 6 : , "cl" :
hud_drawhistory_time : 5 : , "cl" :
hud_fastswitch : 0 : , "a", "cl" :
hud_jeephint_numentries : 10 : , "sv" :
hud_quickinfo : 1 : , "a", "cl" :
hud_reloadscheme : cmd : : Reloads hud layout and animation scripts.
hud_saytext_time : 12 : , "cl" :
hurtme : cmd : : Hurts the player. Arguments: <health to lose>
impulse : cmd : :
incrementvar : cmd : : Increment specified convar value.
invnext : cmd : :
invprev : cmd : :
ip : 0 : : Overrides IP for multihomed hosts
joy_advanced : 0 : , "cl" :
joy_advaxisr : 0 : , "cl" :
joy_advaxisu : 0 : , "cl" :
joy_advaxisv : 0 : , "cl" :
joy_advaxisx : 0 : , "cl" :
joy_advaxisy : 0 : , "cl" :
joy_advaxisz : 0 : , "cl" :
joy_diagonalpov : 0 : , "a", "cl" : POV manipulator operates on diagonal axes, too.
joy_forwardsensitivity : -1 : , "a", "cl" :
joy_forwardthreshold : 0 : , "a", "cl" :
joy_name : 0 : , "a", "cl" :
joy_pitchsensitivity : 1 : , "a", "cl" :
joy_pitchthreshold : 0 : , "a", "cl" :
joy_sidesensitivity : -1 : , "a", "cl" :
joy_sidethreshold : 0 : , "a", "cl" :
joy_wingmanwarrier_centerhack : 0 : , "a", "cl" : Wingman warrior centering hack.
joy_wingmanwarrier_turnhack : 0 : , "a", "cl" : Wingman warrior hack related to turn axes.
joy_yawsensitivity : -1 : , "a", "cl" :
joy_yawthreshold : 0 : , "a", "cl" :
joyadvancedupdate : cmd : :
joystick : 0 : , "a", "cl" :
jpeg : cmd : : Take a jpeg screenshot: jpeg <filename> <quality 1-100>.
jpeg_quality : 90 : : jpeg screenshot quality.
kdtree_test : cmd : : Tests spatial partition for entities queries.
key_findbinding : cmd : : Find key bound to specified command string.
key_listboundkeys : cmd : : List bound keys with bindings.
key_updatelayout : cmd : : Updates game keyboard layout to current windows keyboard setting.
kick : cmd : : Kick a player by slot, userid or name.
kill : cmd : : kills the player
killserver : cmd : : Shutdown the server.
lastinv : cmd : :
light_crosshair : cmd : : Show texture color at crosshair
linefile : cmd : : Parses map leak data from .lin file
list : cmd : : List cached servers.
listdemo : cmd : : List demo file contents.
listid : cmd : : Lists banned users.
listip : cmd : : List IP addresses on the ban list.
listmodels : cmd : : List loaded models.
load : cmd : : Load a saved game.
lod_Enable : 1 : , "cl" :
lod_TransitionDist : 800 : , "cl" :
log : cmd : : Enables standard log file <0|1>.
log_addaddress : cmd : : Set address and port for remote host <ip:port>.
log_console : cmd : : Echos event logging in console <0|1>.
log_events : cmd : : Set UDP logging to remote host <0|1>.
log_level : cmd : : Specifies a logging level 0..15 <n>.
log_udp : cmd : : Send log packets to hosts in address list <0|1>.
lookspring : 0 : , "a", "cl" :
lookstrafe : 0 : , "a", "cl" :
lservercfgfile : 0 : , "sv" :
m_customaccel : 0 : , "a", "cl" : Custom mouse acceleration (0 disable, 1 to enable, 2 enable with separate yaw/pitch rescale). Formula: mousesensitivity = ( rawmousedelta^m_customaccel_exponent ) * m_customaccel_scale + sensitivity If mode is 2, then x and y sensitivity are scaled by m_pitch and m_yaw respectively.
m_customaccel_exponent : 1 : , "a", "cl" : Mouse move is raised to this power before being scaled by scale factor.
m_customaccel_max : 0 : , "a", "cl" : Max mouse move scale factor, 0 for no limit
m_customaccel_scale : 0 : , "a", "cl" : Custom mouse acceleration value.
m_filter : 1 : , "a", "cl" : Mouse filtering (set this to 1 to average the mouse over 2 frames).
m_forward : 1 : , "a", "cl" : Mouse forward factor.
m_mouseaccel1 : 0 : , "a", "cl" : Windows mouse acceleration initial threshold (2x movement).
m_mouseaccel2 : 0 : , "a", "cl" : Windows mouse acceleration secondary threshold (4x movement).
m_mousespeed : 1 : , "a", "cl" : Windows mouse speed factor (range 1 to 20).
m_pitch : 0 : , "a", "cl" : Mouse pitch factor.
m_side : 0 : , "a", "cl" : Mouse side factor.
m_yaw : 0 : , "a", "cl" : Mouse yaw factor.
map : cmd : : Start playing on specified map.
map_background : cmd : : Runs a map as the background to the main menu.
map_edit : cmd : :
map_noareas : 0 : : Disable area to area connection testing.
mapcyclefile : 0 : , "sv" :
maps : cmd : : Displays list of maps.
mat_antialias : 0 : , "matsys" :
mat_bloom : 1 : , "cl" :
mat_bufferprimitives : 1 : , "matsys" :
mat_bumpbasis : 0 : :
mat_bumpmap : 1 : , "matsys" :
mat_camerarendertargetoverlaysize : 128 : , "cheat", "cl" :
mat_clipz :
09.09.2005, 18:15 Uhr Anzeigen
# 4
Nachricht offline
Headcrab
0 Punkte
Dabei seit: 01.11.2005
15 Beiträge
=> DAS IST EINFACHER UND MAN MACHT NICH HIER ALLES VOLL

[EDIT - Koraktor]
Wenn man nicht unnötig zitiert und doppelt postet und alte Threads rauskramt, macht man auch nicht alles voll. *Kopf schüttel*
[Beitrag wurde 1x editiert, zuletzt von Koraktor am 08.11.2005, 22:27]
08.11.2005, 21:38 Uhr Anzeigen
# 5
VanZerg  (40)
Nachricht offline
Headcrab
0 Punkte
Dabei seit: 15.02.2009
8 Beiträge
Obsolete, lauter dämliche Gesichter statt Objekte.
Hi, ich habe meine Map im Hammer editor geladen damit ich sie weiter bearbeiten kann.
Jetzt sehe ich statt der Objekte, Lauter Gesichter mit der Schrift "Obsolete" was zur Hölle soll das denn sein?

Anhang: obsolete.jpg (126 KB, 5x heruntergeladen)
15.02.2009, 19:25 Uhr Anzeigen
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5 Beiträge

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