dota 2 cheats and console commands

List of Console Commands

This is a list of console commands in Dota 2, based-on Dota 2 GC version 1366 (4338 total convars/concommands).

Note: Commands with “Yes” in “Cheat?” column require sv_cheats 1 to be active before working.

Contents

[hide]

List[.]

@[.]

CommandDefault ValueCheat?Help Text
@panoram_debug_dead_pad0
@panorama_clear_frames_on_device_restore2
@panorama_daisy_wheel0ABXY
@panorama_debug_movies0
@panorama_debug_overlay_opacity0
@panorama_experimental_overdraw_prevention1
@panorama_fbo_alloc_batch10
@panorama_joystick_axis_repeat_curve_time1
@panorama_joystick_axis_repeat_interval_end0
@panorama_joystick_axis_repeat_interval_start0
@panorama_joystick_button_repeat_curve_time1
@panorama_joystick_button_repeat_interval_end0
@panorama_joystick_button_repeat_interval_start0
@panorama_max_fps120
@panorama_max_free_fbo1000
@panorama_max_oof_overlay_up_fps4
@panorama_max_overlay_fps60
@panorama_print_cache_statusPrint internal panorama refcounts for every file
@panorama_reload_animations1
@panorama_show_fps0
@panorama_spew_layout_invalidates0
@panorama_steampad_button_repeat_curve_time0
@panorama_steampad_button_repeat_interval_end0
@panorama_steampad_button_repeat_interval_start0
@panorama_transition_time_factor1A float representing a scale factor for transitions. 1.0 is normal, 2.0 would be twice as fast as normal, 0.5 half as fast
@panorama_volume_ambient0
@panorama_volume_effects1
@panorama_volume_master1
@panorama_volume_movies1
@panorama_vsync1

_[.]

CommandDefault ValueCheat?Help Text
_cl_minimapzoom1
_fov0Automates fov command to server.
_overview_mode1Overview mode – 0=off, 1=inset, 2=full
_recordRecord a demo incrementally.
_resetgamestatsErases current game stats and writes out a blank stats file

A[.]

CommandDefault ValueCheat?Help Text
achievement_debug0YesTurn on achievement debug msgs.
achievement_disable0YesTurn off achievements.
actionpanel_frameactionpanel set frame #
actionpanel_resizeactionpanel force re-layout
activategameui
addipAdd an IP address to the ban list.
addonslist current addon info.
adsp_alley_min122
adsp_courtyard_min126
adsp_debug0
adsp_door_height112
adsp_duct_min106
adsp_hall_min110
adsp_low_ceiling108
adsp_opencourtyard_min126
adsp_openspace_min130
adsp_openstreet_min118
adsp_openwall_min130
adsp_room_min102
adsp_street_min118
adsp_tunnel_min114
adsp_wall_height128
ai_debug_los0YesNPC 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_ragdoll_magnets0
ai_debug_shoot_positions0Yes
ai_debug_speech0
ai_expression_frametime0Maximum frametime to still play background expressions.
ai_expression_optimization0Disable npc background expressions when you can’t see them.
ai_force_serverside_ragdoll0
ai_LOS_mode0
ai_sequence_debug0
ai_shot_bias_max1
ai_shot_bias_min-1
ai_show_hull_attacks0
ai_test_losTest AI LOS from the player’s POV
ai_use_visibility_cache1
ainet_generate_reportGenerate a report to the console.
ainet_generate_report_onlyGenerate a report to the console.
aliasAlias a command.
all_pick_force_test0
allow_clientside_entities1
+alt1
-alt1
-alt2
+alt2
anim_disable0
anim_showmainactivity0YesShow the idle, walk, run, and/or sprint activities.
animevents_dumpList all the currently registered anim events.
assetbrowserShow the global asset browser.
assetsystem_clear_thumbnail_cacheClear thumbnail cache
assetsystem_countFind the number of assets registered with the asset system
assetsystem_debug_substring0Spew info for assets that match the specified substring
assetsystem_statsInformation about the current assetsystem database.
assetsystem_test_resort(Dev command – regenerate the asset sort indicies)
async_allow_held_files1Allow AsyncBegin/EndRead()
async_mode0Set the async filesystem mode (0 = async, 1 = synchronous)
async_resume
async_serialize0Force async reads to serialize for profiling
async_simulate_delay0Simulate a delay of up to a set msec per file operation
async_suspend
async_track_allEnable all registered asynchronous tracking convars at once
-attack
+attack
-attack2
+attack2
autoaim_max_deflect0
autoaim_max_dist2160

B[.]

CommandDefault ValueCheat?Help Text
-back
+back
banidAdd a user ID to the ban list.
banipAdd an IP address to the ban list.
benchframeTakes a snapshot of a particular frame in a time demo.
bindBind a key.
binddefaultsBind all keys to their default values.
bindssBind a key for a particular splitscreen player.
bindtogglePerforms a bind <key> ‘increment var <cvar> 0 1 1’.
blackbox1
blackbox_dumpDump the contents of the blackbox
blackbox_recordRecord an entry into the blackbox
blinkBlink specified convar value between two values at the specified duration.
blink_duration0How many seconds an eye blink will last.
bot_mimic0Bot uses usercmd of player by index.
bot_mimic_spec_buttons1Yes+attack, +jump etc are used for spectator control instead of being passed on to spectated bot
boxDraw a bbox Arguments: minx miny miny maxx maxy maxz <lifetime = 10.0> <r g b a>
+break
-break
breakable_disable_gib_limit0
breakable_multiplayer1
broadcaster_build_ability_movie_loc
broadcaster_openmenu
broadcaster_quickstats_image_mode
broadcaster_quickstats_len
broadcaster_quickstats_maxl
broadcaster_quickstats_minl
broadcaster_quickstats_minmovielen
buddha0YesPlayer takes damage but won’t die
budget_averages_window30number of frames to look at when figuring out average frametimes
budget_background_alpha128how translucent the budget panel is
budget_bargraph_background_alpha128how translucent the budget panel is
budget_bargraph_range_ms16budget bargraph range in milliseconds
budget_history_numsamplesvisible100number 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_ms66budget history range in milliseconds
budget_panel_bottom_of_history_fraction0number between 0 and 1
budget_panel_height384height in pixels of the budget panel
budget_panel_width512width in pixels of the budget panel
budget_panel_x0number of pixels from the left side of the game screen to draw the budget panel
budget_panel_y50number of pixels from the top side of the game screen to draw the budget panel
budget_peaks_window30number of frames to look at when figuring out peak frametimes
budget_show_averages0enable/disable averages in the budget panel
budget_show_history1turn history graph off and on. . good to turn off on low end
budget_show_peaks1enable/disable peaks in the budget panel
bugbug [auto_fill_tokens] [-title <text>] [-noscreenshot] : Activate the bug reporter.
bug_swapAutomatically swaps the current weapon for the bug bait and back again.
building_cubemaps0

C[.]

CommandDefault ValueCheat?Help Text
c_maxdistance200
c_maxpitch90
c_maxyaw135
c_mindistance30
c_minpitch0
c_minyaw-135
c_orthoheight100
c_orthowidth100
c_thirdpersonshoulder0
c_thirdpersonshoulderaimdist120
c_thirdpersonshoulderdist40
c_thirdpersonshoulderheight5
c_thirdpersonshoulderoffset20
cam_collision1When in thirdperson and cam_collision is set to 1, an attempt is made to keep the camera from passing though walls.
cam_commandTells camera to change modes
cam_idealdelta4Controls the speed when matching offset to ideal angles in thirdperson view
cam_idealdist150
cam_ideallag4Amount of lag used when matching offset to ideal angles in thirdperson view
cam_idealpitch0
cam_idealyaw0
cam_showangles0YesWhen in thirdperson, print viewangles/idealangles/cameraoffsets to the console.
cam_snapto1
-camdistance
+camdistance
+cameragrip
-cameragrip
-camerayawgrip
+camerayawgrip
camerazoomin
camerazoomout
+camin
-camin
+cammousemove
-cammousemove
camorthoYesSwitch to orthographic camera.

There is currently no known way to exit this mode without restarting the engine.

+camout
-camout
+campitchdown
-campitchdown
-campitchup
+campitchup
+camyawleft
-camyawleft
+camyawright
-camyawright
can_show_full_uiCheck show full UI stat
cancelselect
cast_hullTests hull collision detection
cast_rayTests collision detection
cc_captiontrace1Show missing closecaptions (0 = no, 1 = devconsole, 2 = show in hud)
cc_emitEmits a closed caption
cc_findsoundSearches for soundname which emits specified text.
cc_flushFlushes async’d captions.
cc_lang0Current close caption language (empty = use game UI language)
cc_linger_time1Close caption linger time.
cc_minvisibleitems1Minimum number of caption items to show.
cc_norepeat5In multiplayer games, don’t repeat captions more often than this many seconds.
cc_predisplay_time0Close caption delay before showing caption.
cc_randomEmits a random caption
cc_sentencecaptionnorepeat4How often a sentence can repeat.
cc_showblocksToggles showing which blocks are pending/loaded async.
cc_showmissing0Show missing closecaption entries.
cc_subtitles0If set, don’t show sound effect captions, just voice overs (i.e., won’t help hearing impaired players).
cg_start_loadingListen server started loading
changelevelchangelevel <mapname> :Multiplayer change level.
changelevel2changelevel2 <mapname> :Singe player change level.
chat_channel_debugPrint members of a chat channel
chat_clearClears all chat history
chat_dump_channels
chat_joinJoin a chat channel
chat_leaveLeave a chat channel
chat_saySend a message to the specified channel
chat_soundfalse
chat_wheel_phrase_076
chat_wheel_phrase_175
chat_wheel_phrase_263
chat_wheel_phrase_33
chat_wheel_phrase_480
chat_wheel_phrase_55
chat_wheel_phrase_685
chat_wheel_phrase_77
-chatwheelExecutes the highlighted chatwheel menu item
+chatwheelOpens chatwheel menu while held
chatwheel_saySend a chatwheel message. Usage: chatwheel_say <messagenum>
check_collisionTests entity collision
cl_address_try_count4Number of tries for each address in the list, no effect if only one address
cl_aggregate_particles0
cl_allowupload1Client uploads customization files
cl_anglespeedkey0
cl_anim_queue_changes1
cl_animationinfoHud element to examine.
cl_backspeed450Yes
cl_boxDraw a bbox Arguments: minx miny miny maxx maxy maxz <lifetime = 10.0> <r g b a>
cl_burninggibs0A burning player that gibs has burning gibs.
cl_cache_sendtable1Cache sendtables
cl_camera_follow_bone_index-2YesIndex of the bone to follow. -2 == disabled. -1 == root bone. 0+ is bone index.
cl_cameraoverride_shadow_depth_bias0
cl_cameraoverride_shadow_end0
cl_chat_active0
cl_chat_wipehistory0Wipes chat history after all chat text faded out
cl_chatfilters31Stores the chat filter settings
cl_class0Default class when joining a game
cl_clearhinthistoryClear memory of client side hints displayed to the player.
cl_clock_correction1YesEnable/disable clock correction on the client.
cl_clock_correction_adjustment_max_amount200YesSets 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_offset90YesAs 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_offset10YesIf the clock offset is less than this amount (in milliseconds), then no clock correction is applied.
cl_clock_correction_force_server_tick999YesForce clock correction to match the server tick + this offset (-999 disables it).
cl_clock_showdebuginfo0YesShow debugging info about the clock drift.
cl_clockdbg0
cl_clockdrift_max_ms150YesMaximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server’s.
cl_clockdrift_max_ms_threadmode0YesMaximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server’s.
cl_cmdrate30Max number of command packets sent to server per second
cl_connectionretrytime30Number of seconds over which to spread retry attempts.
cl_consistencycheck_interval180Perform a consistency check after this amount of time (seconds) has passed since the last.
cl_constraints_enable1
cl_customsounds0Enable customized player sound playback
cl_debug_overlay_fullposition0
cl_debug_player_use0Visualizes +use logic for the given range. Green cross=trace success, Red cross=trace too far, Green box=radius success
cl_debugoverlay_toggleToggles visibility of the debug overlay system.
cl_decal_clear_all_entitiesClears decals from all entities
cl_decal_clear_worldClears world decals
cl_decal_debugToggles client decal debug visualization
cl_demoviewoverride0Override view during demo playback
cl_destroy_ragdollsDestroys all client-side ragdolls
cl_dev_simulate_gcdown<state> Turn on/off simulated GC communications failure (GC is down in a way that we know it is down)
cl_disable_ragdolls0Yes
cl_display_game_events0Yes
cl_dormant_spew0Spew state on when client entities become dormant or active.
cl_dota_alt_unit_movetodirection1Does holding alt enable move to direction mode?
cl_dota_cd_captain_pick_time10Yes
cl_dota_dump_econ_item_stringtablecl_dota_dump_econ_item_stringtable
cl_dota_dump_modifier_stringtablecl_dota_dump_modifier_stringtable
cl_dota_gridnav_show0Yes
cl_dota_recent_games_include_custom_games0
cl_dota_recent_games_include_practice_matches0
cl_dota_recent_games_show_ranked_mmr_change0
cl_dota_showentsDump entity list to console.
cl_dota_speech_announcer_holiday0Set to enable special seasonal announcer
cl_dota_speech_spec_ancientattack1Set to 0 to prevent hearing ‘your ancient is under attack’ lines.
cl_dota_speech_spec_barracksattack1Set to 0 to prevent hearing ‘your rax is under attack’ lines.
cl_dota_speech_spec_barracksfalls1Set to 0 to prevent hearing ‘your rax has fallen’ lines.
cl_dota_speech_spec_enemybasefalls1Set to 0 to prevent hearing ‘enemy’s tower/rax has fallen’ lines.
cl_dota_speech_spec_idles1Set to 0 to prevent hearing announcers’ idle lines.
cl_dota_speech_spec_towerattack1Set to 0 to prevent hearing ‘your tower is under attack’ lines.
cl_dota_speech_spec_towerfalls1Set to 0 to prevent hearing ‘your tower has fallen’ lines.
cl_downloadfilter0Determines which files can be downloaded from the server (all, none, nosounds)
cl_drawcrossDraws a cross at the given location Arguments: x y z
cl_drawhud1YesEnable the rendering of the hud
cl_drawlineDraws line between two 3D Points. Green if no collision Red is collides with something Arguments: x1 y1 z1 x2 y2 z2
cl_drawmaterial0YesDraw a particular material over the frame
cl_drawmonitors1
cl_dump_particle_statsdump particle profiling info to particle_profile.csv
cl_dumpentityDumps info about an entity
cl_dumpsplithacksDump split screen workarounds.
cl_ejectbrass1
cl_enable_remote_splitscreen0Allows viewing of nonlocal players in a split screen fashion
cl_ent_absboxDisplays 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
cl_ent_attachmentsDisplays the attachment points on an entity. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
cl_ent_bboxDisplays 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
cl_ent_callent_call <funcname> <option:entname> calls function on current look target or filtername, checks on ent, then root, then mode, then map scope
cl_ent_clear_debug_overlaysClears all debug overlays
cl_ent_findFind and list all entities with classnames or targetnames that contain the specified substring. Format: find_ent <substring>
cl_ent_find_indexDisplay data for entity matching specified index. Format: find_ent_index <index>
cl_ent_grabgrabs the object in front of the player. Options: -loose -multiple -toggle
cl_ent_hitboxDisplays the hitboxes for the given entity(ies). Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
cl_ent_jointsDisplays the joint names + axes an entity. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
cl_ent_messagesToggles 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
cl_ent_nameDisplays the entity name
cl_ent_pickerToggles ‘picker’ mode. When picker is on, the bounding box, pivot and debugging text is displayed for whatever entity the player is looking at. Arguments: full – enables all debug information
cl_ent_pivotDisplays 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
cl_ent_pivot_size20Yes
cl_ent_removeRemoves the given entity(s) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
cl_ent_remove_allRemoves all entities of the specified type Arguments: {entity_name} / {class_name}
cl_ent_scaleScales entities. Arguments: <scale factor> {entity_name} / {class_name} / no argument picks what player is looking at
cl_ent_script_dumpDumps the names and values of this entity’s script scope to the console Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
cl_ent_selectSelect or deselects the given entities(s) for later manipulation Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
cl_ent_setnameSets the targetname of the given entity(s) Arguments: {new entity name} {entity_name} / {class_name} / no argument picks what player is looking at
cl_ent_show_contexts0YesShow entity contexts in ent_text display
cl_ent_showonlyattachment0Yes
cl_ent_showonlyhitbox-1Yes
cl_ent_skeletonDisplays the skeleton for the given entity(ies). Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
cl_ent_textDisplays 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
cl_ent_text256Displays text debugging information about the given entity(ies) [within 256 units of the player] on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
cl_ent_text_clearHide 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
cl_ent_text_filterSet which ent_text filters you want:
cl_ent_text_flags_active-1Yes
cl_ent_text_no_name_really_i_mean_it0Yes
cl_ent_text_radiusDisplays text debugging information about the given entity(ies) [near the player] on top of the entity (See Overlay Text) 2 Arguments: Radius, {entity_name/class_name/ no argument picks what player is looking at}
cl_ent_text_sticky_addAdds to list of names to display 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
cl_ent_text_sticky_clearClears the list of names to display 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
cl_ent_text_sticky_dumpSpews the list of names to display 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
cl_ent_text_sticky_removeRemoves from the list of names to display 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
cl_ent_ungrabun-grabs all objects
cl_ent_vcollide_wireframeDisplays the interpolated vcollide wireframe pm am entity. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
cl_ent_viewoffsetDisplays the eye position for the given entity(ies) in red. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
cl_entityreportReports all extant entities. Optional 2nd arg is a substring of a classname that the list will be filtered by.
cl_entitysummarySummarizes (by class) all extant entities. Optional 2nd arg is a substring of a classname that the list will be filtered by.
cl_entsList client entities, sorted by spawn group
cl_extrapolate0YesEnable/disable extrapolation if interpolation history runs out.
cl_extrapolate_amount0YesSet how many seconds the client will extrapolate entities for.
cl_fasttempentcollision5
cl_flex_cycler_think_interval0
cl_flex_expression0
cl_flex_talk0
cl_flushentitypacket0YesFor debugging. Force the engine to flush an entity packet.
cl_forwardspeed450Yes
cl_fow_vizFoW viz commands
cl_fullupdateForce uncompressed update
cl_globallight_debug0
cl_globallight_depth_bias-999
cl_globallight_expansion200
cl_globallight_freeze0
cl_globallight_orig_calc_frustum1
cl_globallight_shadow_mode2
cl_globallight_slope_scale_depth_bias-999
cl_globallight_use_alt_focus_region0
cl_globallight_use_optimized_calc_frustum1
cl_globallight_world_bottom_height0
cl_globallight_world_top_height4096
cl_glow_brightness1YesBrightness of player halos
cl_glow_item_far_b1
cl_glow_item_far_g0
cl_glow_item_far_r0
cl_glow_physics_props0
cl_groupsShow status of all spawn groups.
cl_hitbox_debug0
cl_ideal_spec_mode5desired spectator mode (4 = in-eye, 5 = chase, 6 = roaming)
cl_ignorepackets0YesForce client to ignore packets (for debugging).
cl_init_scaleform
cl_interp0Sets the interpolation amount (bounded on low side by server interp ratio settings).
cl_interp_all0Disable interpolation list optimizations.
cl_interp_animationvars1Interpolate LATCH_ANIMATION_BIT vars if interpolation interval is greater than simulation interval
cl_interp_hermite1YesSet to zero do disable hermite interpolation.
cl_interp_npcs0Interpolate NPC positions starting this many seconds in past (or cl_interp, if greater)
cl_interp_ratio2Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
cl_interp_simulationvars1Interpolate LATCH_SIMULATION_BIT vars if interpolation interval is greater than animation interval
cl_interp_threadmodeticks0Additional interpolation ticks to use when interpolating with threaded engine mode set.
cl_interpolate_report0Enable to skip client-side animation
cl_jiggle_bone_debug0YesDisplay physics-based ‘jiggle bone’ debugging information
cl_jiggle_bone_debug_pitch_constraints0YesDisplay physics-based ‘jiggle bone’ debugging information
cl_jiggle_bone_debug_yaw_constraints0YesDisplay physics-based ‘jiggle bone’ debugging information
cl_jiggle_bone_invert0Yes
cl_jiggle_bone_sanity1Prevent jiggle bones from pointing directly away from their target in case of numerical instability.
cl_lagcomp_errorcheck0Player index of other player to check for position errors.
cl_lagcompensation1Perform server side lag compensation of weapon firing events.
cl_language0Language
cl_latch_report0Enable to skip client-side animation
cl_leveloverview0Yes
cl_leveloverviewmarker0Yes
cl_lightquery_debug0Yes
cl_massreport0
cl_mouseenable1
cl_mouselook1Set to 1 to use mouse for look, 0 for keyboard look. Cannot be set while connected to a server.
cl_net_showeventlisteners0Show listening addition/removals
cl_net_showevents0Dump game events to console (1=client only, 2=all).
cl_observercrosshair1
cl_overdraw_test0Yes
cl_panelanimationblank for all panels>.
cl_panorama_script_helpDisplay Panorama JavaScript bindings
cl_panorama_script_help_2Display all registered Panorama JavaScript bindings in wiki syntax
cl_particle_batch_mode1
cl_particle_fallback_base0Base for falling back to cheaper effects under load.
cl_particle_fallback_multiplier0Multiplier for falling back to cheaper effects under load.
cl_particle_max_count0
cl_particle_retire_cost0Yes
cl_particle_sim_fallback_base_multiplier5How aggressive the switch to fallbacks will be depending on how far over the cl_particle_sim_fallback_threshold_ms the sim time is. Higher numbers are more aggressive.
cl_particle_sim_fallback_threshold_ms6Amount of simulation time that can elapse before new systems start falling back to cheaper versions
cl_particle_simulate1YesEnables/Disables Particle Simulation
cl_particles_debug_showparticles0Yes
cl_particles_dump_effects
cl_particles_dumplistDump all new particles, optional name substring.
cl_pause_animate01 = Animates the pause text so that you can be sure the game isn’t just hard locked.
cl_pclass0YesDump entity by prediction classname.
cl_pdump-1YesDump info about this entity to screen.
cl_phys_block_dist1
cl_phys_block_fraction0
cl_phys_create_agg_iters0
cl_phys_debug_callback_entities0Print all entities that get touch callbacks. Each entity is printed only once.
cl_phys_dump_intersection_controllerDump intersection controller status
cl_phys_listList all physics component contents of every entity in the game; -allents: include non-physical entities -classes: print class names -sdk  : Rubikon build -world  : current state of the world -world -touch: list body pairs (bodies in contact) -world -save <name>: save world to a file -world -mem: memory dump -world -snapshots: Start/Stop dumping snapshots of the world into the current directory -world -profiletraces: ProfileRecordedTraces -world -agg: current aggregate data registry (loaded resources)
cl_phys_rendergeoToggles client physics debug geometry
cl_phys_sleep_enable1YesEnable sleeping for dynamic physics bodies.
cl_phys_timescale1Scale time for physics
cl_phys_visualize_awake0
cl_physics_highlight_activeTurns on the absbox for all active physics objects. 0 : un-highlight.
cl_physics_report_activeLists all active physics objects -more : extra info
cl_pitchdown89Yes
cl_pitchspeed225
cl_pitchup89Yes
cl_playback_screenshots0Allows the client to playback screenshot and jpeg commands in demos.
cl_playerspraydisable0Disable player sprays.
cl_portrait_bg_translucent_test0YesRenders the hero on a gray background for translucency blending testing
cl_precacheinfoShow precache info (client).
cl_pred_doresetlatch0
cl_pred_error_verbose0Show more field info when spewing prediction errors.
cl_pred_optimize2Optimize for not copying data if didn’t receive a network update (1), and also for not repredicting if there were no errors (2).
cl_pred_track<entindex> <fieldname>: Track changes to entity index entindex, for field fieldname.
cl_predict0YesPerform client side prediction.
cl_predictioncopy_describeDescribe datamap_t for entindex
cl_predictioncopy_printPrint simple description of prediction copy fields for entindex
cl_predictioncopy_runs1
cl_predictionlist0YesShow which entities are predicting
cl_predictweapons1Perform client side prediction of weapon effects.
cl_print_consistency_listDisplay’s the contents and flags of the current consistency list
cl_prop_debugToggle prop debug mode. If on, props will show colorcoded bounding boxes. Red means ignore all damage. White means respond physically to damage but never break. Green maps health in the range of 100 down to 1.
cl_prop_fadeout_alpha
cl_prop_fadeout_height
cl_prop_fadeout_mode
cl_prop_fadeout_radius
cl_prop_fadeout_radius_end
cl_prop_fadeout_time
cl_querycache_statsDisplay status of the query cache (client only)
cl_ragdoll_default_scale1
cl_ragdoll_limit20Maximum number of ragdolls to show (-1 disables limit)
cl_ragdoll_reload0
cl_removedecalsRemove the decals from the entity under the crosshair.
cl_report_predcopy_overridesReport prediction copy overrides
cl_report_soundpatchreports client-side sound patch count
cl_resend1Delay in seconds before the client will resend the ‘connect’ attempt
cl_retire_low_priority_lights0Low priority dlights are replaced by high priority ones
cl_rr_reloadresponsesystemsReload all response system scripts.
cl_scaleform_script_helpDisplay Scaleform ActionScript bindings
cl_sceneentity_debug0Display all thinking scene entities and its data.
cl_screenmessage_notifytime8How long to display screen message text
cl_script_add_debug_filterAdd a filter to the game debug overlay
cl_script_add_watchAdd a watch to the game debug overlay
cl_script_add_watch_patternAdd a watch to the game debug overlay
cl_script_attach_debuggerConnect the vscript VM to the script debugger
cl_script_attach_debugger_at_startup0
cl_script_break_in_native_debugger_on_error0
cl_script_clear_watchesClear all watches from the game debug overlay
cl_script_debugToggle the in-game script debug features
cl_script_dump_allDump the state of the VM to the console
cl_script_findFind a key in the VM
cl_script_helpOutput help for script functions
cl_script_help2Output help for script functions suitable for auto-completion
cl_script_reloadReload scripts
cl_script_reload_codeExecute a vscript file, replacing existing functions with the functions in the run script
cl_script_reload_entity_codeExecute all of this entity’s VScripts, replacing existing functions with the functions in the run scripts
cl_script_remove_debug_filterRemove a filter from the game debug overlay
cl_script_remove_watchRemove a watch from the game debug overlay
cl_script_remove_watch_patternRemove a watch from the game debug overlay
cl_script_resurrect_unreachableUse the garbage collector to track down reference cycles
cl_script_trace_disableTurn off a particular trace output by file or function name
cl_script_trace_disable_allTurn off all trace output
cl_script_trace_disable_keyTurn off a particular trace output by table/instance
cl_script_trace_enableTurn on a particular trace output by file or function name
cl_script_trace_enable_allTurn on all trace output
cl_script_trace_enable_keyTurn on a particular trace output by table/instance
cl_sendtable_cache_filename0Send tables cache file
cl_sequence_debug-1
cl_sequence_debug_verbose1
cl_show_bounds_errors0
cl_show_splashes1
cl_showanimstate-1YesShow the (client) animation state for the specified entity (-1 for none).
cl_showanimstate_activities1YesShow activities in the (client) animation state display.
cl_ShowBoneSetupEnts0Show which entities are having their bones setup each frame.
cl_showdemooverlay0How often to flash demo recording/playback overlay (0 – disable overlay, -1 – show always)
cl_showentsDump entity list to console.
cl_showerror0Show prediction errors, 2 for above plus detailed field deltas.
cl_showfps0Draw fps meter at top of screen (1 = fps, 2 = smooth fps, 3 = server MS, 4 = Show FPS and Log to file )
cl_showhelp1Set to 0 to not show on-screen help
cl_showncustomtabhelp0
cl_showpausedimage1Show the ‘Paused’ image when game is paused.
cl_showpos0Draw current position at top of screen
cl_showtextmsg1Enable/disable text messages printing on the screen.
cl_sidespeed450Yes
cl_simdslerp1Use SIMD Slerp.
cl_smooth1Smooth view/eye origin after prediction errors
cl_smoothtime0Smooth client’s view after prediction error over this many seconds
cl_snd_new_visualize0YesDisplays soundevent name played at its 3d position
cl_soundscape_flushFlushes the client side soundscapes
cl_soundscape_printdebuginfoprint soundscapes
cl_spectator_cmdrate_factor0Rate multiplier when connected via hltv
cl_spectator_interp_ratio2When connected to hltv or playing a demo, adjust the interp time by this ratio.
cl_spewserializersSpew serializers
cl_ss_originprint origin in script format
cl_steamcontroller0
cl_steamdatagramtransport_debugticket_address0For debugging, generate our own (unsigned) ticket, using the specified gameserver address. Router must be configured to accept unsigned tickets.
cl_steamdatagramtransport_forceproxyaddr0Force the use of a particular set of proxy servers. Comma-separated list.
cl_stuff_keys0Yes
cl_team0Default team when joining a game
cl_timeout30After this many seconds without receiving a packet from the server, the client will disconnect itself
cl_tracer_whiz_distance72
cl_trade_steamidTrade with a person by steam id
cl_tree_sway_dirsets tree sway wind direction and strength
cl_updaterate30Number of packets per second of updates you are requesting from the server
cl_updatevisibilityUpdates visibility bits.
cl_upspeed320Yes
cl_viewmodelsclonedasworld1
cl_viewtarget_clamp1
cl_voice_buffer_time0Amount of time between receiving voice data and playing the audio
cl_voice_filter0Filter voice by name substring
cl_voice_hltv_extra_buffer_time1Amount of time between receiving voice data and playing the audio when watching HTLV
cl_voiceenabled1
cl_vprof_scope_entity_gamephys0
cl_weather0Yes
cl_winddir0YesWeather effects wind direction angle
cl_windspeed0YesWeather effects wind speed scalar
cl_yawspeed210
clearClear console output.
clearallClear console output from all views.
cli_ent_attachmentsDisplays the interpolated attachment points on an entity. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
cli_ent_hitboxDisplays the skeleton for the given entity(ies). Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
cli_ent_pivotDisplays the interpolated 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
cli_ent_skeletonDisplays the skeleton for the given entity(ies). Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
cli_ent_vcollide_wireframeDisplays the interpolated vcollide wireframe pm am entity. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
clientport-1Host game client port
clientportany1If set, use system allocated port
closecaption1Enable close captioning.
cloth_airdrag0
cloth_airdrag_override0
cloth_attr_pos1
cloth_attr_vel2
cloth_batch32
cloth_compatibility1
cloth_damping_bias0
cloth_damping_multiplier1
cloth_debug0
cloth_debug_draw0
cloth_expairdrag0
cloth_expquadairdrag0
cloth_ground_offset0
cloth_ground_plane_thickness3
cloth_guard_threshold1000
cloth_iteration_multiplier1
cloth_iv_dump4
cloth_iv_store_back0
cloth_legacy_stretch_force0
cloth_node_debug_axis_length1
cloth_node_velocity_limit1000000
cloth_quad_smooth_iterations-1
cloth_quad_smooth_rate-1
cloth_quadairdrag0
cloth_reload_immediately1
cloth_rod_smooth_iterations-1
cloth_rod_smooth_rate-1
cloth_simulate1
cloth_step1
cloth_update1
cloth_version4
cloth_watch1
cloth_wind0
cloth_wind_pitch0
cmdForward command to server.
coach_toggle_studentviewToggle in and out of in-perspective view of your student. Toggling in will return to the student you were last in the perspective of.
col_vizCollision visualizer commands
collect_entity_model_nameCollect model names of the entities you’re pointing at
collision_shake_amp0
collision_shake_freq0
collision_shake_time0
commentary0Desired commentary mode state.
commentary_available0Automatically set by the game when a commentary file is available for the current map.
commentary_cvarsnotchanging
commentary_finishnode
commentary_showmodelviewerDisplay the commentary model viewer. Usage: commentary_showmodelviewer <model name> <optional attached model name>
compendium_test_last_content_version-1When set to >=0 this will force the last viewed content version to this value for testing
compendium_test_league_is_public0For testing public/private leagues. 0 means private.
compendium_test_version0Used in URL’s.
con_enable1Allows the console to be activated.
con_logfile_suffix0Suffix to append to the console log, may be changed to reopen the log
condumpdump the text currently in the console to condumpXX.log
connectConnect to a remote server.
connect_hltvConnect to a remote HLTV server.
console_history_size1000
consoletoolOpen a VConsole subtool.
convert_steamidConvert SteamID into multiple formats
cpu_level2CPU Level – Default: High
crashCrash the client. Optional parameter — type of crash: 0: read from NULL 1: write to NULL 2: DmCrashDump() (xbox360 only) 3: Same but with full heap 4: force an Assert
crash_errorCause the engine to crash by spewing an error (Debug!!)
crash_jobCause the engine to crash in a job thread (Debug!!)
crash_threadCause the engine to crash in a brand new non-main thread (Debug!!)
create_flashlight
CreatePredictionErrorCreate a prediction error
cr.sdone
crosshair1
csm_bias_override_01Yes
csm_bias_override_11Yes
csm_bias_override_21Yes
csm_bias_override_31Yes
csm_cascade_viewdir_shadow_bias_scale2Yes
csm_max_num_cascades_override-1Yes
csm_max_shadow_dist_override-1Yes
csm_slope_scale_db_override-1Yes
csm_split_log_scalar0Yes
csm_viewdir_shadow_bias3Yes
custom_game_detail_max_friend_lobbies3Max number of friend lobbies shown on custom game detail page.
custom_game_lobby_fake_entries0Add fake entries to the custom lobby UI
custom_game_overview_fake_friend_lobbies0Fake friend lobbies in custom game overview UI.
custom_game_overview_fake_friends_in_game0Fake friends in custom game overview UI.
custom_game_overview_friend_lobbies_to_hide_ingame_friends4When there are this many friend lobbies, the friends ingame display is hidden.
custom_game_overview_max_friend_lobbies3Max number of friend lobbies shown in custom game overview UI.
custom_game_overview_suppress_friend_data0Suppress friend active and historical data on custom game overview UI
customgamesetup_auto_assign_playersAutomatically assign all currently unassigned players to teams.
customgamesetup_enable_auto_launchEnable or disable automatically launching the game when all players are assigned to a team.
customgamesetup_lock_team_selectionLock or unlock the team selection, when locked players cannot change teams.
customgamesetup_select_teamPlayer selecting a team during custom game setup.
customgamesetup_set_auto_launch_delaySet the amount of time in seconds that will be set as the remaining time when all players are assigned to a team.
customgamesetup_set_remaining_timeSet the number of seconds remaining before the game starts.
customgamesetup_shuffle_playersShuffle the team assignments of all players currently assigned to a team.
cvarlistShow the list of convars/concommands.
cw_alignment0
cw_image_height12
cw_image_width12
cw_vspace-8

D[.]

CommandDefault ValueCheat?Help Text
dbghist_addlineAdd a line to the debug history. Format: <category id> <line>
dbghist_dumpDump the debug history to the console. Format: <category id> Categories: 0: Entity I/O 1: AI Decisions 2: Scene Print 3: Alyx Blind 4: Log of damage done to player
debug_materialmodifycontrol0
debug_materialmodifycontrol_client0
debug_overlay_fullposition0
debug_physimpact0
debug_shared_random0
debug_touchlinks0Spew touch link activity
debug_visibility_monitor0Yes
debugoverlay_draw_current0YesTell debugoverlay to not draw any entries that have aged out by the time of rendering. Useful if sim runs more often than rendering.
debugoverlay_ignore_source0YesDraw everything normal and ignore the source for rendering
debugoverlay_show_text_outline0YesToggle display of box around text
debugoverlay_toggleToggles visibility of the debug overlay system.
decalfrequency10
default_fov90Yes
demo_analyze0Yes
demo_analyze_allRuns demo_analyze on all demo files found in the dota/demo_analysis/ directory.
demo_analyze_running0Yes
demo_avellimit2000Angular velocity limit before eyes considered snapped for demo playback.
demo_fastforwardfinalspeed20Go this fast when starting to hold FF button.
demo_fastforwardramptime5How many seconds it takes to get to full FF speed.
demo_fastforwardstartspeed2Go this fast when starting to hold FF button.
demo_gotoSkips to location in demo.
demo_gototickSkips to a tick in demo.
demo_infoPrint information about currently playing demo.
demo_interplimit4000How much origin velocity before it’s considered to have ‘teleported’ causing interpolation to reset.
demo_interpolateview1Do view interpolation during dem playback.
demo_pausePauses demo playback.
demo_pauseatservertick0Pauses demo playback at server tick
demo_quitafterplayback0Quits game after demo playback.
demo_recordcommands1YesRecord commands typed at console into .dem files.
demo_resumeResumes demo playback.
demo_timescaleSets demo replay speed.
demo_togglepauseToggles demo playback.
demo_usefastgoto1Use fast frame skipping when available for demo_goto commands.
demo_writefullupdate_rate60Interval time in seconds to write full updates to demo.
demolistPrint demo sequence list.
demosDemo demo file sequence.
dev_simulate_gcdown<state> Turn on/off simulated GC communications failure (GC is down in a way that we know it is down)
developer1Set developer message level.
diffcheck0Activate diffcheck system.
diffcheck_playerslot0
diffcheck_spew1Actually show diffcheck results.
differencesShow all convars which are not at their default values (optional restricted to specific flags).
disable_dynamic_prop_loading0YesIf non-zero when a map loads, dynamic props won’t be loaded
disconnectDisconnect from server
dispcoll_drawplane0
display_game_events0Yes
displaysoundlist0
dlight_debugCreates a dlight in front of the player
dota_1v1_skip_strategy
dota_ability_autocast
dota_ability_debug0Yes
dota_ability_dump_refcountsDumps the modifier refcounts of all hero abilities
dota_ability_execute
+dota_ability_execute
-dota_ability_execute
dota_ability_learn_modeEnter the mode where ability points can be spent
dota_ability_legacy_mode_quick_castfalse
dota_ability_projection_data_file0
dota_ability_quick_castfalse
dota_ability_quickcast
dota_ability_refcount_modifiers0Yes
dota_ability_self_cast_timeout0.600000
dota_activate_window_on_match_found0If set, brings Dota to the foreground when match found
dota_active_play_section1
dota_all_vision0Yes
dota_allow_clientside_entities1
dota_allow_clientside_particles1
dota_allow_invalid_orders0Yes
dota_allow_orders_while_paused0Yes
dota_allow_pause_in_match1Allow players to pause in matchmade games
dota_alt_shows_neutral_spawn_boxestrue
dota_alt_shows_tower_attack_rangetrue
dota_always_show_player_namestrue
dota_ambient_creatures1
dota_ambient_creatures_pop0
dota_animation_force_modifier0
dota_animation_run
dota_announcer_idle_speech_deathwait45YesThis many seconds must pass after a hero dies for an announcer to consider saying idle lines.
dota_announcer_idle_speech_debug0YesIf true print debug information about why announcers do or do not idle.
dota_announcer_idle_speech_herodamage_limit250YesIf any hero has taken more than this many hitpoints of damage recently, no idles play.
dota_announcer_idle_speech_herodamage_window45YesIf any hero has taken more than dota_announcer_idle_speech_herodamage_limit hitpoints of damage in this many seconds, no idles play.
dota_announcer_idle_speech_interval240YesAfter an announcer has said an idle line, another can’t play for at least this many seconds.
dota_announcer_idle_speech_minwait20YesAnnouncers won’t say idle speech unless at least this many seconds passed since the last time they said something.
dota_announcer_idle_speech_starttime240YesThis many seconds must have passed since start of game before announcers poll for idle speech.
dota_apm
dota_armory_automatically_add_new_item_to_collectionfalse
dota_armory_CustomTagDisplayName_10
dota_armory_CustomTagDisplayName_20
dota_armory_CustomTagDisplayName_30
dota_armory_CustomTagDisplayName_40
dota_armory_CustomTagDisplayName_50
dota_armory_CustomTagDisplayName_60
dota_armory_CustomTagDisplayName_70
dota_armory_CustomTagDisplayName_80
dota_assassin_announce_timeout20how long to show the assassin quest announcement
dota_assassin_complete_timeout6how long to show the assassin popup messages
dota_assassin_minigame_time_until_announcing15how long after the game starts (enters pregame or later) to announce the assassination minigame target
dota_assisted_camera_operator_pure_interp_multiplier16
dota_auto_connect0Automatically connect to the specified server forever
dota_auto_create_proxy0Automatically create a proxy
dota_auto_surrender_all_disconnected_timeout60YesIf all players have been disconnected for at least N seconds, end the game immediately
dota_autoselect_bots0YesIf set, new bots will be autoselected. This is for the item icon .or.
dota_autoselect_entity0YesIf set, new bots of the given type will be autoselected. This is for the item icon .or.
dota_bio_debug0Show SCL value in UI
dota_bot_chat_throttle_duration4
dota_bot_client_debug0Draw some basic client-side debug info for each hero.
dota_bot_debug_assemble0Yes
dota_bot_debug_clearDisables all bot debugging.
dota_bot_debug_clear_allDisables all bot debugging.
dota_bot_debug_grid0
dota_bot_debug_grid_cycleCycles through grid modes.
dota_bot_debug_lanes0
dota_bot_debug_minimap0
dota_bot_debug_minimap_cycleCycles through different minimap debug modes.
dota_bot_debug_overview0
dota_bot_debug_overview_toggleToggles overview of all bot status
dota_bot_debug_path0Yes
dota_bot_debug_path_avg0Yes
dota_bot_debug_path_draw0Yes
dota_bot_debug_pathing0
dota_bot_debug_potential_location0
dota_bot_debug_ward_spots0
dota_bot_disable1Yes
dota_bot_disable_test0
dota_bot_disconnect_playerDisconnects the player owner of all bots
dota_bot_dump_stateDumps the entire bot state to the client
dota_bot_failed_pathfind_warnings0Yes
dota_bot_force_pick0Force bots to pick one of these heroes before falling back to random selection (should be a comma-separated list with no spaces)
dota_bot_give_goldGives all bots the specified amount of gold.
dota_bot_give_itemCreates an item for all bots.
dota_bot_give_levelGives all bots the specified number of levels.
dota_bot_level0If set, bots will be set to the level specified with appropriate gold on game start
dota_bot_match_difficulty3Difficulty to play coop bot matches against
dota_bot_match_solo1
dota_bot_match_team2What to play in practice bot matches. 0=radiant, 1=dire, 2=random
dota_bot_match_use_matchmaking0Fill a bot practice match with human teammates via matchmaking.
dota_bot_mode0
dota_bot_pick_odds500
dota_bot_populatePopulates the remaining slots with bots
dota_bot_potential_debugDisplays potential locations for this bot.
dota_bot_practice_difficulty1Default difficulty for quick bot practice games
dota_bot_practice_gamemode1Default game mode for bot practice games, AP = 1
dota_bot_practice_start0Whether to start a local game when the map loads
dota_bot_practice_team0Default team for quick bot practice games
dota_bot_practice_team_desired0
dota_bot_purchase_item_enable1
dota_bot_select_debugDisplays general bot debugging information.
dota_bot_select_debug_gankDisplays gank bot debugging information.
dota_bot_set_difficultySets all bots to a particular difficulty (0 = easy, 1 = medium, 2 = hard, 3 = unfair.
dota_bot_takeover_disconnected0Yes
dota_bot_tutorial_boss1
dota_broadcast_debug0
dota_broadcaster_channel_country_name0Broadcaster Channel Country Name
dota_broadcaster_channel_description0Broadcaster Channel Description
dota_broadcaster_channel_language0Broadcaster Channel Language
dota_broadcaster_channel_save_settings1
dota_building_defended_radius800Yes
dota_building_health_loss_warn_interval9YesMinimum seconds between announcer warning a particular building is under attack
dota_camera_accelerate49.000000
dota_camera_assisted_camera_operator_bias_constant_oneteam1
dota_camera_assisted_camera_operator_bias_constant_twoteams0
dota_camera_assisted_camera_operator_bias_frame_multiplier1
dota_camera_assisted_camera_operator_bias_scale1
dota_camera_assisted_camera_operator_bias_scale_frame_multiplier0
dota_camera_assisted_camera_operator_blend_multiplier1
dota_camera_assisted_camera_operator_inner_radius_at_zoomed_in250
dota_camera_assisted_camera_operator_input_cooldown0
dota_camera_assisted_camera_operator_interp_speed_bias_param0
dota_camera_assisted_camera_operator_interp_speed_dist_max8000
dota_camera_assisted_camera_operator_interp_speed_dist_min500
dota_camera_assisted_camera_operator_interp_speed_multiplier1
dota_camera_assisted_camera_operator_interp_speed_speed_max50
dota_camera_assisted_camera_operator_interp_speed_speed_min1
dota_camera_assisted_camera_operator_max_instanteous_ent_velocity275
dota_camera_assisted_camera_operator_mouseclick_duration0
dota_camera_assisted_camera_operator_movement_multiplier4
dota_camera_assisted_camera_operator_null_zone_enabled1
dota_camera_assisted_camera_operator_null_zone_velocity_max125
dota_camera_assisted_camera_operator_null_zone_velocity_min100
dota_camera_assisted_camera_operator_outer_radius_at_zoomed_in600
dota_camera_assisted_camera_operator_pan_movement_interp_multiplier_in20
dota_camera_assisted_camera_operator_pan_movement_interp_multiplier_out6
dota_camera_assisted_camera_operator_radius_scale_at_zoomed_out4
dota_camera_assisted_camera_operator_unit_fade_duration1
dota_camera_broadcaster_mousewheel_direction_multiplier0Multiplier on direction, used for broadcasters only.
dota_camera_broadcaster_mousewheel_frametime_multiplier1Multipler on frametime, used for broadcasters only.
dota_camera_centerFollows the current unit until the camera is manually moved.
dota_camera_center_on_entity
+dota_camera_center_on_heroFollows your hero while the key is held without changing selection.
-dota_camera_center_on_hero
dota_camera_deatheffectfalse
dota_camera_disable_yaw1Yes
dota_camera_disable_zoomfalse
dota_camera_distance1134Yes
dota_camera_distance_teamspec3000Yes
dota_camera_dotatv_smooth_dragfalse
dota_camera_dotatv_smooth_drag_drag0
dota_camera_dotatv_smooth_drag_inverse0
dota_camera_dotatv_smooth_drag_max_speed25
dota_camera_drag_factor_zoomed_out0Yes
dota_camera_drag_speed1
dota_camera_edgemove1
dota_camera_fog_end_zoomed_in2500Yes
dota_camera_fog_end_zoomed_out6000Yes
dota_camera_fog_start_zoomed_in2000Yes
dota_camera_fog_start_zoomed_out4500Yes
-dota_camera_follow
+dota_camera_followSelects your hero and follows it while the key is held.
dota_camera_follow_doublepress_time0
dota_camera_get_lookatposPrints the main camera’s look-at position.
dota_camera_get_posPrints the camera position. If you are trying to set DOTA’s main camera position, you probably want to use dota_camera_get_lookatpos and dota_camera_set_lookatpos.
dota_camera_hero_inspector_camera_height_percentage0 % of the hero’s hitbox height.
dota_camera_hero_inspector_camera_lookat_height_percentage0 % of the hero’s hitbox height.
dota_camera_hero_inspector_dist_max1000
dota_camera_hero_inspector_dist_min150
dota_camera_hero_inspector_drag_scale1
dota_camera_hero_inspector_drag_speed_const25
dota_camera_hero_inspector_drag_yaw_max89
dota_camera_hero_inspector_drag_yaw_min-60
dota_camera_hero_inspector_duration0
dota_camera_hero_inspector_fog_end_max4000
dota_camera_hero_inspector_fog_end_min4000
dota_camera_hero_inspector_fog_start_max1200
dota_camera_hero_inspector_fog_start_min500
dota_camera_hero_inspector_fov_buffer_multiplier1
dota_camera_hero_inspector_fov_default60
dota_camera_hero_inspector_fov_max80
dota_camera_hero_inspector_fov_min50
dota_camera_hero_inspector_mousewheel_direction_multiplier0
dota_camera_hero_inspector_mousewheel_frametime_multiplier2
dota_camera_hero_inspector_mousewheel_process_interval0
dota_camera_hero_inspector_speed_const1
dota_camera_hero_inspector_use_third_person0Locks the showcase behind the hero
dota_camera_hero_inspector_zfar_max4000
dota_camera_hero_inspector_zfar_min3500
dota_camera_hold_select_to_follow0If set, pressing the select hero button will actively follow and keep you on screen
dota_camera_lerp_duration2
dota_camera_listening_offset700
dota_camera_lock0
dota_camera_lock_lerp0
dota_camera_lock_mouse_lead220
dota_camera_lock_view_helper1
dota_camera_lock_view_helper_ratio0
dota_camera_mousewheel_delay_reset_interval1The mousewheel delay timer is reset after this interval. Does not apply to spectator zooming.
dota_camera_mousewheel_direction_multiplier0Multiplier on direction
dota_camera_mousewheel_start_delay0The delay (in seconds) before mousewheeling will begin to actually zoom. Only used for players in-game. Does not apply to spectator zooming.
dota_camera_reversefalse
dota_camera_saved_position
dota_camera_set_lookatposSets the main camera’s look-at position from (x,y) coordinates.
dota_camera_smart_follow_drag_distance500
dota_camera_smart_follow_edge_distance500
dota_camera_smart_follow_offset_reset8
dota_camera_smart_follow_offset_time1
dota_camera_smooth_count8
dota_camera_smooth_distance96
dota_camera_smooth_enable1
dota_camera_speed2998.352051
dota_camera_stage_fov15
dota_camera_stage_pitch0
dota_camera_stage_rotate0
dota_camera_stage_x25
dota_camera_stage_y-600
dota_camera_stage_yaw90
dota_camera_stage_z225
dota_camera_terrain_sample_timer_duration0
dota_camera_yaw_rotate_hold_time1
dota_camera_yaw_rotate_speed0
dota_camera_z_interp_speed10
dota_camera_zfar_zoomed_in3300Yes
dota_camera_zfar_zoomed_out4800Yes
dota_camera_zoom_return_to_default_speed0Yes
dota_camera_zoom_return_to_default_time30Yes
dota_cameraman_queryunit_slave2Query unit controls for camera man. 0=none, 1=copy main broadcaster query unit, but allow local override, 2=always slave from main broadcaster, no local control over query unit
dota_cancel_GGCancel GG call
dota_cd_captain_pick_time10Yes
dota_cd_pick_time180Yes
dota_cd_pool_size27Yes
dota_chat_allow_globaltrue
dota_chat_broadcast_whispers1Show whispers in all chat tabs, not just the tab for the individual user.
dota_chat_disable_refresh_user_list0
dota_chat_enable_whispersfalse
dota_chat_mute_all0Set to 1 to mute all incoming chat
dota_chat_test0Print some text to the chat
dota_cheap_water0
dota_check_localizationLook over unit and ability data to verify that all the expected localization strings are present
dota_cl_projection_enabled1
dota_client_filesystem_warnings0Set fs_warning_level and fs_warning_mode to warn on synchronous file warnings.
dota_cm_captain_pick_time10Yes
dota_collapsed_bundled_item_listfalse
dota_collapsed_new_item_listfalse
dota_collapsed_recent_item_listfalse
dota_combatlog_fight_idle_time5The amount of time needed to determine a fight is over (no one involved in a fight did anything to anyone else involved in the fight).
dota_combatlog_file0A file you want to write combatlog events to as they happen.
dota_combatlog_location_interval1Yes
dota_combatlog_scanScans for fights
dota_combatlog_sizeCalculates the total allocations for a combatlog
dota_combatlog_size_server
dota_combatlog_summary
dota_combatlog_updateSend command log to a client
dota_combatlog_write_testWrites combatlog to disk if you have dota_combatlog_file set
dota_combine_models1
dota_commander_reportPrints a snapshot of the commander’s state
dota_compendium_bundle_last_popup_time0
dota_compendium_stretch_goal_popup_tracker0
dota_competitive_game_modes4194304Bit masks of game modes to search for in ranked matchmaking
dota_conduct_scorecard_latest_acknowledged306
dota_continue_click_movement_after_cast_canceltrue
-dota_control_group
+dota_control_group
dota_courier_burstHey courier, go go go!
dota_courier_deliverHey courier, bring me my stuff
dota_create_bot_wearing_itemCreates a bot wearing a given item def index.
dota_create_bot_wearing_setCreates a bot wearing a given set of items from a bundle object.
dota_create_fake_clientsPopulates the remaining slots with fake clients
dota_create_itemCreates an item for the selected unit
dota_create_neutral_heroCreates a unit
dota_create_unitCreates a unit
dota_creep_stack_nearby_hero_radius3000
dota_creeps_no_spawning0Yes
dota_custom_game_library_filter0Custom game library filter type
dota_custom_game_library_sort0Custom game library sort type
dota_custom_game_win_score11
dota_custom_games_enable_browse_tab1
dota_custom_games_exclude0Comma separated list of IDs to exclude from custom games overview page
dota_custom_ui_debug_panelUsage: dota_custom_ui_debug_panel <panel_type_index>
dota_cycle_prev_selected
dota_cycle_selected
dota_damage_flash1Flash when enemies take damage from the player
dota_daynightcycle_pause0Yes0 = resume day/night cycle; 1 = pause day/night cycle; default = 0;
dota_daynightcycle_toggleToggle the day-night cycle.
dota_db_custom_download_debug0Test different custom game download states
dota_dead_unit_delete_time1Yes
dota_dead_unit_disappear_time4Yes
dota_debug_global_light0Yes
dota_debug_lasthit_timing0
dota_debug_location_x0
dota_debug_location_y0
dota_debug_new_linear_projectile_visibility_check0Yes
dota_debug_onstage_seats0
dota_debug_so_cache0Log SO cache messages
dota_debug_stuck0Yes
dota_debug_today_message_sorting0Print out unsorted and sorted today messages to the console
dota_default_gold625Yes
dota_default_spoilers_blockedfalse
dota_devDotA dev commands
dota_director_record_combat_log1
dota_director_shoulder_view_chance10
dota_disable_bot_lane0
dota_disable_dvr0NoDisables Xbox DVR for Windows 10 users.
dota_disable_lan_lobby_broadcast0Don’t send UDP broadcast packets for LAN lobby discovery
dota_disable_mid_lane0
dota_disable_official_player_info0
dota_disable_showcase_view_button0Disable the Showcase View button unless sv_cheats is enabled.
dota_disable_top_lane0
dota_disable_unit_ring0
dota_draw_portrait1Yes
dota_dump_all_player_stats
dota_dump_bot_state
dota_dump_buff_message_countdota_dump_buff_message_count
dota_dump_client_asset_modifiersDump asset modifiers on the client.
dota_dump_connection_statsDump current connection stats
dota_dump_creep_statsDisplays stats on creep denies/lasthits/kills.
dota_dump_hero_historyDump items and abilities that a hero has bought/leveled
dota_dump_inventory
dota_dump_keybindings0
dota_dump_server_asset_modifiersDump asset modifiers on the server.
dota_dump_server_inventory
dota_easy_mode0
dota_easybuy0YesEverything is free, all shops are in range, and you can purchase for other heroes
dota_echoslam_max_projectiles75Yes
dota_effective_creep_spawn_time0YesIf non-zero, the time the creep spawner uses for deciding what to spawn
dota_enable_direct_quickcast_bindingstrue
dota_enable_range_findertrue
dota_endgame_cinematic_disable0
dota_enemy_color_b0
dota_enemy_color_b_cb0
dota_enemy_color_g0
dota_enemy_color_g_cb0
dota_enemy_color_r1
dota_enemy_color_r_cb1
dota_entity_count_grace_threshold128Number of entities to reserve when we’re getting close to the limit. Stops some entities from spawning.
dota_event_goal_update_delay300
dota_experimental_stats_interval60Seconds between each experimental stat update.
dota_export_steam_inventory_layoutSave the inventory layout to the Steam servers.
dota_export_steam_inventory_layout_flowSave the inventory layout to the Steam servers.
dota_fake_accept_slots10
dota_fake_control_groups0
dota_fake_custom_killbanner1test
dota_fake_gc_connection_state-1
dota_fake_gc_est_time-1
dota_fake_gc_queue_pos-1
dota_fake_lobby_browser_data0
dota_fake_lobby_count100
dota_fake_party_games-2
dota_fake_party_rank-2
dota_fake_pending_connect0
dota_fake_solo_games-2
dota_fake_solo_rank-2
dota_fanfare_disable0
dota_fantasy_stat_update_interval_s10YesHow often the server updates the GC with player fantasy stats
dota_fetch_match_metadataFetch match metadata
dota_fight_recap_ability_level-1
dota_fight_recap_bounce0
dota_fight_recap_disable0
dota_fight_recap_pause0
dota_fight_recap_terse0
dota_force_bot_cycle0Set automatically by matchmaking to fill slots with bots
dota_force_cooldown0
dota_force_default_death_stingertrue
dota_force_default_respawn_stingerfalse
dota_force_end_scores0Yes
dota_force_gamemode1Force the game mode to a specific one. Values
dota_force_pick_allow0
dota_force_right_click_attacktrue
dota_force_upload_match_stats0YesIf enabled, server will upload match stats even when there aren’t human players on each side
dota_fountain_idle_minimum_time600How long into the game we need to be before we boot players for being intentionally Idle.
dota_fow_grid_size64
dota_free_idsShows next free ID for items, abilities and heroes.
dota_friendly_color_b0
dota_friendly_color_b_cb1
dota_friendly_color_g1
dota_friendly_color_g_cb0
dota_friendly_color_r0
dota_friendly_color_r_cb0
dota_frontpage_carousel_cycle_time4
dota_frontpage_carousel_refresh_time15
dota_full_ui1Unlock the full UI
dota_game_account_debugPrints game account info
dota_gamemode_ability_draft_per_player_time5Total time in seconds a player has to draft an ability
dota_gamemode_ability_draft_pre_round_time10Break between rounds
dota_gamemode_ability_draft_pre_time60Yes
dota_gamemode_ability_draft_test_hero0YesForced hero id
dota_gamemode_ardm_hero_count90Yes
dota_gamemode_ardm_preload_count10Yes
dota_gamemode_ardm_sellback_percent0Yes
dota_gamescom_althack1QWE and ASD + Alt = inventory keys.
dota_gamestatePrint current game state
dota_get_team_info
dota_gg_call_time10
dota_glyphtrigger the Glyph of Fortification for your team
dota_gold_redistribute_time1Yes
dota_gold_summaryPrint out gold info
dota_greevil_black_essence-1Yes
dota_greevil_blue_essence-1Yes
dota_greevil_green_essence-1Yes
dota_greevil_orange_essence-1Yes
dota_greevil_purple_essence-1Yes
dota_greevil_red_essence-1Yes
dota_greevil_seed-1Yes
dota_greevil_white_essence-1Yes
dota_greevil_yellow_essence-1Yes
dota_gridnav_perf_test
dota_gridnav_show0Yes
dota_grinder_snap_to_damage0Yes
dota_guide_force_reimport
dota_hack_delay_start0
dota_health_hurt_decay_time_max0
dota_health_hurt_decay_time_min0
dota_health_hurt_delay0
dota_health_hurt_threshold0
dota_health_marker_major_alpha255
dota_health_marker_minor_alpha128
dota_health_per_vertical_marker250How much health between each vertical line in the health bars
dota_height_fog_scale1Yes
dota_hero_auto_graball0
dota_hero_god_mode0Yes
dota_hero_multiple_kill_time18
dota_hero_selection_announcer_use_rr1If enabled, use response rules for hero selection announcer lines
dota_hero_tooltip1Style of the hero tooltip. 0=Corner 1=Overhead 2=Inline overhead
dota_hero_undying_max_zombies64Maximum amount of zombies that can be spawned.
dota_heropicker_ad_select_time10Yes
dota_heropicker_alldraft_planning_time5Yes
dota_heropicker_alldraft_random_time11Yes
dota_heropicker_alldraft_select_time36Yes
dota_heropicker_ap_select_time75Yes
dota_heropicker_ar_select_time10Yes
dota_heropicker_ardm_select_time10Yes
dota_heropicker_fh_select_time60Yes
dota_heropicker_intro_select_time180Yes
dota_heropicker_rd_select_time20Yes
dota_heropicker_sd_select_time60Yes
dota_heropicker_tutorial_select_time599
dota_hide_cursor0If set, mouse cursor is always hidden
dota_hide_frontpage_video1Don’t load the frontpage streaming video.
dota_hide_tips_on_loading_screenstrue
dota_hide_wearables0YesIf set, wearables (default body parts) will be hidden. This is for the item icon .or.
dota_highest_seen_item_id8311470865
dota_highlight_reel0
dota_highlight_reel_debug0Yes
dota_highlight_reel_leadin_seconds13
dota_highlight_reel_leadout_seconds5
dota_highlight_reel_matchid0
dota_highlight_reel_playerid-1
dota_highlight_reel_running_time180
dota_hold
dota_html_panel0enable dota html control in dashboard
dota_hud_colorblind0
dota_hud_custom_label_offset16
dota_hud_debug_name_all_entities0If set, shows debug names for all entities.
dota_hud_flipfalse
dota_hud_force_wagering0Yes
dota_hud_gameend0
dota_hud_gameend_dev0
dota_hud_gameend_dev_winning_team2
dota_hud_healthbar_hoveroutline_alpha200Mouse hover outline brightness on healthbars
dota_hud_healthbar_numbertrue
dota_hud_healthbar_number_critical20Percentage of health left before hitpoint number turns red (value between 1-100)
dota_hud_healthbar_number_danger40Percentage of health left before hitpoint number turns orange (value between 1-100)
dota_hud_healthbars3Show unit health bars, etc.
dota_hud_netgraph1Display net statistics on the hud
dota_hud_reduced_flash0Reduce flashing in various gameplay effects.
dota_hud_show_overhead_events1Show Crit, Gold, XP, etc. Overhead Event Messages
dota_hud_unit_info0Show health bars, etc.
dota_hud_victory_message_delay4Delay before showing victory message in game end
dota_hud_victory_message_duration4Duration victory message is shown in game end
dota_hud_wager_spoofSpoof a wager for a specific player
dota_ice_grip500
dota_ice_grip_skates2000
dota_ice_slide1
dota_idle_acquire1Yes
dota_idle_rare_interval_max25Yes
dota_idle_rare_interval_min15Yes
dota_idle_time360How long a player needs to be idle before he counts as disconnected.
dota_ignore_nonfriend_invitesfalse
dota_import_steam_inventory_layoutLoad the inventory layout from the Steam servers.
dota_intro_mode0
dota_inventory_combine_ground_items_radius200Yes
dota_invite_debugPrints local invite objects
dota_item_autocast
dota_item_execute
dota_item_free_disassemble_interval10Yes
dota_item_fullprice_buyback_interval10Yes
dota_item_quick_cast
dota_join_regional_chat_channelfalse
dota_joystick0
dota_keybindings_cloud_disable0
dota_kill_all_botsDestroys all bots
dota_kill_buildingsKill buildings.
dota_kill_creepsKill creeps.
dota_killcam_history_time20
dota_last_hit_multiple_kill_time8
dota_learn_statsSpend an ability point on hero stats
dota_leaver_statusList leaver status of players
dota_leftclick_cameragrip_newfalse
dota_legacy_demo_combine1
dota_lenient_idle_time480How long a player needs to be idle before he counts as disconnected during the end stages of the game.
dota_letterbox_mode_fade_duration5Yes
dota_load_all_hero_soundsLoads all hero sound entries, for diagnostics
dota_load_game_from_replayLoad a save game from the closet save before the current replay point
dota_loadout_test_pet_offset-16777216Yes
dota_lobby_browser_selected_gamemode0
dota_lobby_browser_selected_region0
dota_lobby_debugPrints local lobby objects
dota_lobby_settings_advanced_visible1
dota_local_event_difficulty0
dota_local_event_enable0
dota_local_event_game0
dota_local_event_map0
dota_log_server_connection1Log connections to the server
dota_log_server_connection_logfile0Name of the file to log server connections too
dota_map_locations_debugPrints map location objects
dota_map_ping_multi_key_press0If true, we can ping the map even if we have multiple keys pressed on the keyboard. Otherwise map pinging will only occur if alt is the only key pressed.
dota_map_preload0Enable pre-loading of the dota map
dota_match_detailsShow match details for a specific matchID
dota_match_game_modes262144Bit masks of game modes to search for in unranked matchmaking
dota_match_game_modes_version0Which version of the defaults the player is running
dota_match_languages2Bit masks of languages to search for in matchmaking
dota_match_map_preference_new21=Classic only, 2=Themed map (if available), 3=either
dota_match_signout_timeout10Yes
dota_matchgroups260Bit masks of match groups to search in for matchmaking
dota_matchgroups_automatic388Bit mask of match groups to search in for matchmaking if automatic detection is enabled
dota_matchgroups_random_data0
dota_matchgroups_version0Last known match groups version. GC will bump this version to trigger confirmation of any manual user selections
dota_max_courier_purchase_limit24Maximum allowed couriers per player (purchasing disallowed when reached)
dota_max_disconnected_time300How long a player needs to be disconnected before he counts as a leaver and gets punished.
dota_max_hero_select_time390How long a player has to choose their hero before being marked as AFK.
dota_max_invade_path_length1000Yes
dota_max_pets10YesNumber of pets allowed in a single match.
dota_max_physical_items_drop_limit6Maximum allowed physical items on ground per player for split items (tango/wards)
dota_max_physical_items_purchase_limit24Maximum allowed physical items per player (purchasing disallowed when reached)
dota_max_videomode_matches15Max number of video resolutions to show in UI.
dota_minimap_always_draw_hero_iconsfalse
dota_minimap_createDoes a bunch of work to create a minimap
dota_minimap_creep_scale1
dota_minimap_disable_rightclick1Disables right clicking on the minimap.
dota_minimap_draw_cocaster_camera1
dota_minimap_draw_fow1Yes
dota_minimap_filter_amount0
dota_minimap_hero_name_shadowsize8
dota_minimap_hero_scalarfalse
dota_minimap_hero_scalar_distance20
dota_minimap_hero_scalar_minimum600
dota_minimap_hero_size600.000000
dota_minimap_hero_spreadfalse
dota_minimap_hero_spread_distance2
dota_minimap_hide_backgroundfalse
dota_minimap_misclick_time0.200000
dota_minimap_ping_duration3
dota_minimap_ping_tag_duration10
dota_minimap_rune_size500
dota_minimap_show_hero_iconfalse
dota_minimap_simple_colorsfalse
dota_minimap_simple_filter1
dota_minimap_tower_defend_distance500
dota_minimap_use_dynamic_mesh1
dota_modifier_debug0Yes
dota_modifier_dumpDump all modifiers on all entities.
dota_modifier_testCreates a test modifier on unit: dota_modifier_test <entityindex> <modifiername> <duration>
dota_mouse_spectator_window_lock0If enabled, mouse will be locked to the window when in game and spectating in a mode that doesn’t give camera control
dota_mouse_window_lock1If enabled, mouse will be locked to the window when ingame
dota_music_battle_debug0
dota_music_battle_distance1000
dota_music_battle_duration2
dota_music_battle_enable1
dota_music_battle_pre_time2
dota_music_battle_rest_time10
dota_music_battle_weight_trigger40
dota_music_enable_spectator_mode1
dota_music_gank_enemy_timer2
dota_music_spectator_battle_average30
dota_music_spectator_battle_min15
dota_music_spectator_debug_enable0
dota_mute_cobroadcasters0
dota_neutral_color_b1
dota_neutral_color_b_cb1
dota_neutral_color_g1
dota_neutral_color_g_cb1
dota_neutral_color_r1
dota_neutral_color_r_cb1
dota_neutral_initial_spawn_delay30YesTime after 0:00 to spawn the first wave of creeps.
dota_neutral_spacing_radius100YesRange that neutrals will be spaced apart from each other.
dota_neutral_spawn_interval60YesTime between neutral creep camp respawns, starting at 0:00.
dota_no_minimap0
dota_ogs_report_interval120When in ‘heartbeat’ dota_ogs_report_vprof mode, the number of seconds between reports
dota_ogs_report_vprof0Control reporting of vprof data to ogs. 0: no report, 1: database report at end of game, 2: report every dota_ogs_report_interval seconds, 11: like 1, but fake report to console (for testing), 12: like 2, but fake report to console (for testing).
dota_ogs_report_vprof_force_nowtesting only
dota_ogs_report_vprof_fraction0If nonzero, then only one in this many servers will run vprof if dota_ogs_report_vprof is set.
dota_ogs_snapshot_interval300
dota_old_client_projectile0
dota_old_linear_projectile_visibility_check0Yes
dota_onstage_stat_cycle_early10
dota_onstage_stat_cycle_late6
dota_onstage_stat_cycle_mid8
dota_onstage_stat_end_early_game_mins10
dota_onstage_stat_end_mid_game_mins25
dota_open_party_manual_accept_invitesfalse
dota_orders_update_bots_immediately1Yes
dota_overhead_damage_threshold_percent15
dota_pain_debug0
dota_pain_factor3
dota_pain_fade_rate3
dota_particle_camera_cull_distance3200Yes
dota_particle_fow_debug0Yes
dota_particle_off_camera_simrate0Yes
dota_particle_offset_x0
dota_particle_offset_y300
dota_particle_vis_check_interpolation1Yes
dota_party_debugPrints local party objects
dota_pauseSend a game pause request.
dota_pause_cooldown2Yes
dota_pause_cooldown_time300Number of seconds before a player is allowed to pause again
dota_pause_count3Number of times a player is allowed to pause the game
dota_pause_countdown3Yes
dota_pause_force_unpause_time300Number of seconds after which the game will automatically unpause
dota_pause_game_pause_silently0Yes
dota_pause_requires_full_team_picked1Players are only able to pause once their entire has picked.
dota_pause_same_team_resume_time5Number of seconds resuming is restricted to the same team, after that either team can pause
dota_pause_same_team_resume_time_disconnected30Number of seconds resuming is restricted to the same team if someone disconnected, after that either team can pause
dota_pet_aatest_threat-1Yes
dota_pet_allow_infront1Yes
dota_pet_creepdist_maxthreat0Yes
dota_pet_creepdist_minthreat0Yes
dota_pet_debug0Yes
dota_pet_decay_rate0Yes
dota_pet_dist_cone50Yes
dota_pet_dist_max400Yes
dota_pet_dist_min200Yes
dota_pet_dist_range400Yes
dota_pet_dmg_threshold_panic200Yes
dota_pet_emote_maxtime30Yes
dota_pet_emote_mintime10Yes
dota_pet_fleedir_persist_time2Yes
dota_pet_herodist_maxthreat0Yes
dota_pet_herodist_minthreat0Yes
dota_pet_herodist_radius1024Yes
dota_pet_itemcarry120Yes
dota_pet_priorthreat_to_vanish0Yes
dota_pet_reposition_maxtime7Yes
dota_pet_reposition_mintime4Yes
dota_pet_return_threshold0Yes
dota_pet_return_threshold_time10Yes
dota_pet_threat_rate1Yes
dota_pet_threat_time1Yes
dota_pingPrint out latency information
dota_play_spectate_hero_pick_lines1
dota_player_add_summoned_to_selectiontrue
dota_player_auto_repeat_right_mousefalse
dota_player_multipler_orderstrue
dota_player_simplified_controls0
dota_player_smart_multiunit_cast0
dota_player_statusGives a status update on all players.
dota_player_teleport_requires_halttrue
dota_player_units_auto_attack_mode0
dota_poor_network_detection_debug_level2Spew verbosity for poor network condition detection
dota_poor_network_detection_loss_pct0Packet loss threshold (0…1) for declaring a QoS stat interval to be ‘bad’
dota_poor_network_detection_max_intervals_player5Max number of bad intervals to count for a player
dota_poor_network_detection_min_intervals_player3Player must have at least N bad intervals to count
dota_poor_network_detection_num_intervals_team11Number of QoS stats intervals that must be ‘bad’ on each team.
dota_poor_network_detection_num_intervals_total25Number of QoS stats intervals that must be ‘bad’ over the whole match.
dota_portrait_animate1
dota_portrait_debug_draw_frustum1Yes
dota_portrait_debug_item_def_index0YesEnables icon modification shader for specific item def index.
dota_portrait_debug_no_modifier0Yes
dota_portrait_hide_background0YesDisable portrait backgrounds. Mostly useful for rendering portrait movies with alpha.
dota_portrait_hide_hero0Yes
dota_portrait_modelSets the model used in the portrait .or
dota_portrait_reloadReload portrait data
dota_portrait_reload_fullbodyReloads full body portrait data.
dota_portrait_test_pet0YesSet to 1 to make the pet show up once.
dota_post_gameShow post game lobby with a historical matchid
dota_post_game_lobbyShow post game lobby with current lobby
dota_post_game_survey_player_count3The first N player id slots will be surveyed for match quality
dota_postgame_finish_replay_time15How long to wait after the end scoreboard panel to finish the replay
dota_preview_heroPick hero for previewing
dota_preview_hero_pitch_offset0Yes
dota_preview_hero_roll_offset0Yes
dota_preview_hero_scale-1Yes
dota_preview_hero_x_offset0Yes
dota_preview_hero_y_offset0Yes
dota_preview_hero_yaw_offset0Yes
dota_preview_hero_z_offset0Yes
dota_privatebeta_teamswap0
dota_profile_hero_stats_sort_priorities-7
dota_projection_audio_channel1
dota_projection_check_fow1
dota_projection_continue_offscreen_abilities1
dota_projection_embargo_enabled1
dota_projection_embargo_time0
dota_projection_enabled0
dota_projection_failsafe_timeout10
dota_projection_hero_pick_abilities0
dota_projection_hero_pick_max_time3
dota_projection_max_medium_layer2
dota_projection_max_top_layer1
dota_projection_multikill1
dota_projection_multikill_time3
dota_projection_note_base_layer_day100
dota_projection_note_base_layer_day_flipped101
dota_projection_note_base_layer_dire_win106
dota_projection_note_base_layer_dire_win_flipped107
dota_projection_note_base_layer_night102
dota_projection_note_base_layer_night_flipped103
dota_projection_note_base_layer_pick112
dota_projection_note_base_layer_radiant_win104
dota_projection_note_base_layer_radiant_win_flipped105
dota_projection_note_first_blood_stage_left110
dota_projection_note_first_blood_stage_right111
dota_projection_note_first_blood_time3
dota_projection_note_pick_highlight_stage_left108
dota_projection_note_pick_highlight_stage_right109
dota_projection_note_picks_transition113
dota_projection_note_picks_transition_flipped114
dota_projection_note_rampage117
dota_projection_note_triple_kill115
dota_projection_note_ultra_kill116
dota_projection_picks_transition_time3
dota_projection_video_channel0
dota_purchase_force_failure0
dota_purchase_gc_timeout5
dota_purchase_quickbuyAttempt to purchase an item out of the quickbuy. Priority is left to right, skips over items not purchasable due to secret shop
dota_purchase_stickybuyAttempt to purchase an item out of the sticky slot. Skips over items not purchasable due to secret shop
dota_query_inhibit_time0
dota_quest_challenge_selected15
dota_quest_selected1000
dota_quickcast_onkeydowntrue
dota_quit_after_game1Quit after a game is completed, do not hibernate
dota_quit_on_hibernate_after_lobby1Always terminate after receiving a lobby, do not rehibernate
dota_random_strength0
dota_range_display0Displays a ring around the hero at the specified radius. Although sv_sceats is not required, this command cannot be used in public matches.
dota_rare_line_click_count5
dota_realtime_stat_keyframe_interval_s10How often the server generates a keyframe of realtime stats
dota_realtime_stat_update_interval_s1How often the server updates internal game state and checks whether it should update the GC with realtime stats
dota_recent_event
dota_reconnect_idle_buffer_time45How much extra time the player has after reconnecting before he gets marked as AFK.
dota_record_blend_scale1Scales rate of crossfade between 1st and 3rd idle cycles. A value of 10 means the 1st cycle is fully blended in by 1/10th of animation
dota_record_heroPick hero for recording
dota_record_hero_nextSwitch to next hero
dota_record_hero_prevSwitch to prev hero
dota_record_mode_webm0YesDon’t use this directly, use the dota_record_webm command.
dota_record_webmRecord a hero for a transparent webm movie.
dota_recorder_auto_advance1YesAutomatically start recording the next hero when the current ends
dota_recorder_cycles3YesHow many cycles of the animation to record
dota_recorder_mode1Yes0 = avi of idle anim, 1 = tga sequence of idle anim, 2 = single tga from start of idle anim, 3 = PNG sequence of anim
dota_recorder_particle_settle_frames10YesNumber of frames to render the portrait for in order for particle systems to settle.
dota_recorder_use_card_portrait0YesUse the hero selector card portrait setup
dota_recorder_use_default_items1YesUse default items only when recording heroes.
dota_recorder_use_fullbody_portrait0YesUse the fullbody portrait setup. If 2, use Morphling’s position for all heroes.
dota_recorder_use_portrait_file0YesLoad camera setup from a specific portrait file
dota_recorder_use_portrait_position1YesUse camera position/activity from the portrait setup
dota_redeem_item_codeRedeem a legacy Dota item code.
dota_ref_winner_direCauses the dire team to win
dota_ref_winner_radiantCauses the radiant team to win
dota_reload_podseatsReload ti_podseats.txt data
dota_remap_alt_key0Specify a key to use instead of the alt key in-game.
dota_render_bottom_inset117
dota_render_top_inset31
dota_replay_manager_download_chunk_size1048576
dota_replay_manager_download_simultaneous_requests3
dota_replay_upload_script0Name of the script used to upload replay files
dota_reset_camera_on_spawnfalse
dota_respawn_roshanRespawn Roshan
dota_restrict_partner_type_chat1Disallow chat between certain partner types
dota_roshan_upgrade_rate240Yes
dota_rp_hide_party_unless_openfalse
dota_saved_camera_pos_1[-2186.487549
dota_saved_camera_pos_10[0.000000
dota_saved_camera_pos_2[2856.973877
dota_saved_camera_pos_3[4089.255127
dota_saved_camera_pos_4[-6220.000000
dota_saved_camera_pos_5[-530.000000
dota_saved_camera_pos_6[6145.000000
dota_saved_camera_pos_7[0.000000
dota_saved_camera_pos_8[0.000000
dota_saved_camera_pos_9[0.000000
dota_saved_camera_pos_doublepress_time2.000000
dota_scale_unitScales the unit to the target multiplier
dota_scoreboard_buyback_border1
dota_screen_shaketrue
dota_script_function_helpGet help on registered script API functions and tables.
dota_scripted_replay0
dota_scripted_replay_camspeed1
dota_scripted_replay_file0
dota_select_all
dota_select_all_others
dota_select_courierattempt to select a courier
dota_select_scale0
dota_selected_division1
dota_selection_stage_enable0
dota_selection_test1
dota_selector_advfilter_attack0Stores the attack filter of the Hero Selector.
dota_selector_advfilter_myhero0Stores the stats filter of the Hero Selector.
dota_selector_advfilter_role0Stores the role filter of the Hero Selector.
dota_selector_fulldeck_dynamic1If set, choose the full deck mode dynamically (Legacy for All Heroes, Turntable for subsets (SD/RD)
dota_selector_fulldeck_mode00 = Turntable Heroes, 1 = Legacy Mode. Can be overridden by dota_selector_fulldeck_dynamic.
dota_send_courier_killed1
dota_server_allow_custom_games0Where this server makes itself available to host custom games: 0 = both regular and custom, 1 = regular only, 2 = custom only
dota_server_lobby_debugPrints server lobby object
dota_server_projection_fow_check1
dota_server_projection_spectator_only1
dota_set_lobby_detailsSet game/team names
dota_settings_quick_target_attack0
dota_settings_targeted_attack_movefalse
dota_settings_targeted_attack_move_radius200Yes
dota_sf_force_ready_up_dialog01 to force dialog immediately, 2 to force ready dialog when we lose focus
dota_sf_game_end_delay10Delay before the end game panel animation (XP + scoreboard) starts once a game is ended
dota_sf_hero_selection_seen1Has this player seen the hero picker yet?
dota_sf_hud_actionpanel1
dota_sf_hud_betting0
dota_sf_hud_channelbar1
dota_sf_hud_chat1
dota_sf_hud_chat_wheel1
dota_sf_hud_chat_wheel_debug0
dota_sf_hud_combat_log1
dota_sf_hud_error_msg1
dota_sf_hud_fight_recap1
dota_sf_hud_force_broadcaster_selection0Set to 1 to force broadcaster selection panel to be visible. Set to -1 to force panel to be always hidden
dota_sf_hud_force_captainsmode0
dota_sf_hud_force_heroselection0Yes
dota_sf_hud_force_inspect0
dota_sf_hud_force_killcam0
dota_sf_hud_force_spec0
dota_sf_hud_force_teamname0
dota_sf_hud_gameend1
dota_sf_hud_header_display_time7
dota_sf_hud_herodisplay1
dota_sf_hud_heroselection1
dota_sf_hud_inventory1
dota_sf_hud_killcam_local_player_items0
dota_sf_hud_overlay1
dota_sf_hud_questlog1
dota_sf_hud_report_dialogue0Yes
dota_sf_hud_shared_content1
dota_sf_hud_shared_units1
dota_sf_hud_shop1
dota_sf_hud_shop_tree_animtime0
dota_sf_hud_spectator_graph1
dota_sf_hud_spectator_harvest1
dota_sf_hud_spectator_items1
dota_sf_hud_spectator_override0
dota_sf_hud_stats_dropdown1
dota_sf_hud_top1
dota_sf_hud_voicechat1
dota_sf_hud_voicechat_loud_value1
dota_sf_hud_voicechat_quiet_value0
dota_sf_hud_waitingforplayers1
dota_sf_max_reward_wait4Max time we wait for reward message from the GC
dota_sf_spectate_teamname_dire0International 2012: for testing, override the team ID # for the dire.
dota_sf_spectate_teamname_overrides1International 2012: enable override of ‘radiant’s turn to ban’ with ‘navi’s turn to ban’.
dota_sf_spectate_teamname_radiant0International 2012: for testing, override the team ID # for the radiant.
dota_sf_spectate_ti_stream0
dota_sf_victory_message_duration3Duration victory message is shown in game end
dota_shop_force_hotkeysfalse
dota_shop_recommended_open0
dota_shop_use_prototype0Use the prototype store instead of the old one
dota_shop_view_mode1
dota_show_combatlog
dota_show_heightmap0Yes
dota_show_hero_findertrue
dota_show_itempickups1
dota_show_nav_obstructions0Yes
dota_show_object_obstructions0Yes
dota_show_post_game_page0
dota_show_spectated_unit_orders0Log unit orders from other players while spectating/watching replays
dota_show_spectator_tournament_drops1Set to 1 for spectators directly connected to the game server to be able to see tournament drop messages
dota_silent_roshan0Be quiet Rosh, the pros are trying to kill you
dota_smart_doubletaptrue
dota_sort_steam_inventorySort the steam inventory layout.
dota_spawn_creepsForce spawn of all lane creeps.
dota_spawn_creeps_midForce spawn of all mid lane creeps.
dota_spawn_neutralsForce spawn of all neutrals.
dota_spawn_runeSpawns a rune
dota_special_attack_delay0Yes
dota_spectator_auto_select_country_code0Set to a country code string to auto-select that language on game start
dota_spectator_auto_spectate_games0Automatically spectate available games. Set to a LeagueID to auto spectate games from that league.
dota_spectator_autospeed0Toggle Directed mode auto speed control.
dota_spectator_autospeed_fast2
dota_spectator_autospeed_fastest4
dota_spectator_autospeed_slowmo1
dota_spectator_autospeed_slowmo_slow0
dota_spectator_autospeed_slowmo_slowest0
dota_spectator_debug0
dota_spectator_decreasereplayspeed
dota_spectator_directed_bonusz75
dota_spectator_directed_hero_timer2
dota_spectator_directed_maxdistance820
dota_spectator_directed_mouse_bias400
dota_spectator_directed_mouse_control0
dota_spectator_directed_player_perspective0
dota_spectator_directed_spline_time1
dota_spectator_fog_of_war-1Set fog of war spectator mode. -1:All 2:Radiant 3:Dire
dota_spectator_force_dvr
dota_spectator_fowtoggle
dota_spectator_graph_interval3Seconds between each graph update. Each update will update one stat for one player.
dota_spectator_graph_networking_enabled10 to disable graph data networking for perf comparisons.
dota_spectator_graph_networking_override01 to enable graph data networking for all clients.
dota_spectator_graph_per_player_stats0Set to enable creation and networking of per player stats.
dota_spectator_graph_printPrints spectator graph debug info
dota_spectator_graph_send_interval10Seconds between each graph update and tranmission.
dota_spectator_hero_index0
dota_spectator_increasereplayspeed
dota_spectator_interest_ratio0What ratio to show the interest bubble at (0 for ‘never’). Red will show at double this ratio.
dota_spectator_mode0Toggles the spectator mode: 0=Directed – 1=Free Cam – 2=Hero Chase – 3=PlayerView
dota_spectator_pausetoggle
dota_spectator_resetreplayspeed
dota_spectator_revertcameraview
dota_spectator_rewind
dota_spectator_select_under_mouse
dota_spectator_selectnexthero
dota_spectator_selectprevioushero
dota_spectator_shoulder_view0
dota_spectator_shoulder_view_forward-300
dota_spectator_shoulder_view_override_angles_pitch25
dota_spectator_shoulder_view_right0
dota_spectator_shoulder_view_up75
dota_spectator_stats_panel0Current spectator stats panel. 1 = scoreboard, 2 = gold+xp, 3 = items, 4 = graph, 5 = fantasy
dota_spectator_statstoggle
dota_spectator_test_spectator_view0
dota_spectator_use_broadcaster_stats_paneltrue
dota_spectator_watching_broadcaster0Indicates if you are watching a broadcaster in player view, so that the handling of selection can be treated differently. Meaningless when not in player view spectator mode.
dota_speech_emotes1Set 0 to disable emotes.
dota_speech_hardcoded_respeak_delay1YesCertain speech concepts will not be said more than once per (n) seconds. Set to 0 to disable.
dota_speech_level2Mutes certain parts of the units speech: 0 = no speech, 1 = only events, 2 = all
dota_speech_meepo_pitch5YesIncrease the pitch of every successive meepo voice by this many %
dota_speech_missinglane_call_interval10YesBots will call ‘missing’ on a lane no more than once per this many seconds.
dota_speech_missinglane_call_threshold8YesBots will call ‘missing’ on a lane if an opponent has been gone this many seconds.
dota_speech_mute_time1
dota_speech_proximity_interval5YesOnce per (n) seconds, one hero will poll for TLK_ALLY_NEARBY. Because there are ten heroes this means each hero will poll once per n*10 seconds. Set 0 to disable altogether.
dota_speech_proximity_radius500YesHeroes nearer than this distance will poll for the TLK_ALLY_NEARBY concept.
dota_speech_shop_dawdle_interval15Play ‘dawdling’ line from shopkeeper after hero has been in shop this long.
dota_speech_shop_enter_interval30At least this many seconds must pass between shopkeeper greeting someone to his shop.
dota_speech_shopkeeper0YesEnable or disable shopkeepers’ speech.
dota_speech_testPlay an arbitrary speech VCD as if it were coming out of the local player.
dota_speech_test_cycle
dota_spew_connected_players0If enabled, server will spew connected player GC updates
dota_splash_ad_acknowledged_id11
dota_start_ai_game0
dota_state_disconnectTransition to disconnect state on a listen server
dota_statmanager_debug0Enables debug spew for the stat manager. 0 = off, 1 = on, 2 = verbose.
dota_steamcontroller_view_acceleration_exponent1
dota_steamcontroller_view_cardinal_bias0
dota_steamcontroller_view_cardinal_bias_diagonal0
dota_steamcontroller_view_distance_scale1
dota_steamcontroller_view_haptic_intensity2
dota_steamcontroller_view_mode0
dota_steamcontroller_view_sensitivity-5
dota_stencil_glows1Enable stencil of glows.
dota_stop
dota_store_available_items_duration600
dota_store_data_cache_duration300
dota_store_data_retry_delay30
dota_summoned_units_auto_attack_mode-1
dota_suppress_invalid_orders0Yes
dota_surrender_on_disconnect1If enabled, a team will surrender if all players on that team disconnect
dota_surrender_timeout360Delay after an entire team has disconnected before timing the game out.
dota_surrender_timeout_abandoner30Delay after an entire team has disconnected before timing the game out when someone has abandoned.
dota_surrender_timeout_all_abandoned3Delay after an entire team has officially left the game (not just disconnected from the server) before timing the game out.
dota_sv_ogs_itemevents0When enabled, this will handle logging to ogs of item events, otherwise it will omit this logging
dota_swap_mouse_spellcast0
dota_takeherophotosTake a single full body shot of each hero.
dota_team_showcase_enabled_ap0Yes
dota_team_showcase_enabled_cm0Yes
dota_team_showcase_stat_panel_visible_duration2
dota_teamscore_enable1
dota_test_buyback
dota_test_custom_game_saveTest custom game saving, only available from dota_launch_custom_game
dota_test_glyph
dota_test_npcCreates a testing npc
dota_test_team_showcaseBegin pregame team showcase mode
dota_test_tp_particle_team
dota_ti_onstage_pods0
dota_ti_onstage_pods_buyback1
dota_ti_onstage_pods_buyback_available1
dota_ti_onstage_pods_buyback_duration5
dota_ti_onstage_pods_force_video_00
dota_ti_onstage_pods_force_video_10
dota_ti_onstage_pods_item_pickup1
dota_ti_onstage_pods_item_time4
dota_ti_onstage_pods_level_up_time4
dota_ti_onstage_pods_player_pics1
dota_ti_onstage_pods_rapier1
dota_ti_onstage_pods_reversed_seats0
dota_ti_onstage_pods_secret_info1
dota_ti_onstage_pods_use_short0
dota_ti_onstage_side0
dota_ti_onstage_side_hero_rotation0
dota_ti_onstage_side_highlight_scoreboard0
dota_ti_onstage_side_scoreboard_rotate_time3
dota_ti_override_home_team0
dota_ti_podseats_data_file0
dota_ti7_teams_tp_effects
dota_time_before_event_replay2
dota_time_of_day_rate0YesRate at which time of day changes relative to game seconds
dota_tod_slow_transition_speed0Yes
dota_tod_transition_speed1Yes
dota_toggle_assisted_camera_operatorToggle assisted camera operator mode. This is a hybrid of Directed mode with operator control.
dota_toggle_broadcaster_cameramantoggle cameraman
dota_toggle_combatlog
dota_toggle_free_cameraToggle free camera mode. Only available in DotaTV and replays.
dota_toggle_tree_visualization
dota_topbar_buyback_time10
dota_trading_show_requests_from2
dota_tree_try_to_make_solid
dota_treerespawnRespawns all trees on the map.
dota_tutorial_actionpanel1
dota_tutorial_camera_location_dist500
dota_tutorial_debug1
dota_tutorial_disable_bot_situational_items0Yes
dota_tutorial_fadespeed150
dota_tutorial_force_bot_defend0Yes
dota_tutorial_force_finish0
dota_tutorial_force_learn_ability-1
dota_tutorial_game0
dota_tutorial_heroselection1
dota_tutorial_log_bot_game0
dota_tutorial_log_hero0
dota_tutorial_move_location_dist225
dota_tutorial_percent_bot_exp_decrease0Yes
dota_tutorial_percent_damage_decrease0YesPercentage decrease to apply on damage on the player character.
dota_tutorial_prevent_exp_gain0Yes
dota_tutorial_prevent_start0Yes
dota_tutorial_roquelaire_keepdistance0
dota_tutorial_roquelaire_useperches0
dota_tutorial_see_enemy1
dota_tutorial_show_tower_damage0Yes
dota_tutorial_skip_pregame0Yes
dota_tutorial_start
dota_tutorial_start_lesson0
dota_tutorial_state_change_delay2
dota_tutorial_stop_daynightcycle0Yes
dota_tutorial_usemodifierforanim1
dota_ugc_binary0
dota_ui_armory_build_on_demand1
dota_ui_armory_is_category_viewtrue
dota_ui_armory_item_duplicate1
dota_ui_stats_chance0Chance of client tracking UI stats
dota_ui_stats_debug0Print debug spew for UI stat tracking
dota_unit_alert_radius500Yes
dota_unit_alert_range1800Yes
dota_unit_anger_cooldown2Yes
dota_unit_anger_duration2Yes
dota_unit_anger_radius500Yes
dota_unit_blocked_angle_threshold0Yes
dota_unit_blocked_look_ahead_angle_threshold0Yes
dota_unit_blocked_wait_time0Yes
dota_unit_blocked_wait_time_long0Yes
dota_unit_blocked_wait_time_mid0Yes
dota_unit_cache_npc_searches1YesWhether to reuse a unit’s search cache every frame to avoid obstruction manager queries.
dota_unit_damage_event_window2YesWindow (in seconds) that we track damage events for future health value extrapolation.
dota_unit_debug_acquisition_range0YesShows the acquisition range for selected units (Green circle)
dota_unit_debug_attack0Yes
dota_unit_debug_attack_range0YesShows the attack range for selected units (Red circle)
dota_unit_debug_vision_range0YesShows the vision range for selected units (Teal circle)
dota_unit_draw_health_bar1
dota_unit_draw_paths0Yes
dota_unit_health_bar_offset-1
dota_unit_hero_glows0
dota_unit_interact_flash_duration0
dota_unit_lean_angle90
dota_unit_lean_enable1
dota_unit_lean_rate3
-dota_unit_movetodirection
+dota_unit_movetodirection
dota_unit_short_path_search_debug0Yes
dota_unit_show_bounding_radius0Yes
dota_unit_show_collision_radius0Yes
dota_unit_show_missing_selection_boxes0
dota_unit_show_selection_boxes0YesDraws selection hitboxes. 0 = off, 1 = non-trees, 2 = trees, 3 = all entities.
dota_unit_sink_delay4
dota_unit_sink_speed50
dota_unit_use_player_color0
dota_unit_z_speed200
dota_unpause_countdown3Yes
dota_unpause_mass_disconnect_cooldown86400Yes
dota_update_connected_players_check_time1YesHow often the server should check if it needs to update the GC in seconds
dota_update_connected_players_send_time2YesMinimum send interval: Don’t check for lobby vs game state discrepancies if we’ve sent a message within N seconds
dota_update_connected_players_urgency_building_state60Yesmax send interval: tower state changed
dota_update_connected_players_urgency_connect30Yesmax send interval: player connect
dota_update_connected_players_urgency_disconnect_consequences5Yesmax send interval: player disconnects, relevant leaver actions are predicted
dota_update_connected_players_urgency_disconnect_noconsequences30Yesmax send interval: player disconnects, no relevant leaver actions predicted
dota_update_connected_players_urgency_gamestate_timeout10Yesmax send interval: We send a game state change, but lobby hasn’t acknowledged it
dota_update_connected_players_urgency_heartbeat1800Yesmax send interval: nothing has changed and lobby appears to be accurate
dota_update_connected_players_urgency_herochanged10Yesmax send interval: player changer their hero
dota_update_connected_players_urgency_kills60Yesmax send interval: kill counts changed
dota_update_connected_players_urgency_mass_disconnect3Yesmax send interval: mass disconnection has been detected
dota_update_connected_players_urgency_spectator_count60Yesmax send interval: spectator count changed
dota_update_gc_connection_check_count2YesHow many tries we check if the GC is still connected before terminating due to no response
dota_update_gc_connection_check_time1200YesHow often the server should check the GC is still connected
dota_update_gc_server_info600YesHow often the server should check if it needs to update the GC in seconds
dota_upload_replayUpload a replay file
dota_use_animated_inventory_icons1
dota_use_controller0
dota_use_heightmap1YesSet to 0 to disable using heightmap when tracing vertical rays
dota_use_particle_fow1
dota_use_particle_fow_unbloated1Yes
dota_view_store_item_details<itemdef>
dota_wait_for_players_completed_delay2How long to stay at the waiting-for-players UI after all players have loaded
dota_wait_for_players_failed_delay3How long to stay at the waiting-for-players UI after all players have loaded
dota_wait_for_players_to_load1If set, hero picking will be delayed until all players have loaded.
dota_wait_for_players_to_load_timeout180Game will start after this time, even if all players haven’t loaded yet
dota_watch_live_friend_score_boost500YesAmount that friends in live games boost the game’s sort score
dota_watch_live_friends_only0
dota_watch_live_hero_id0YesHero ID for requested games
dota_watch_live_league_id0YesLeague ID for requested games
dota_watch_live_match_data_refresh_interval1
dota_watch_live_match_list_auto_refresh_interval120
dota_watch_live_match_list_refresh_interval10
dota_watch_live_request_period30YesAmount that friends in live games boost the game’s sort score
dota_wearables_clientside0
dota_will_purchase_gold_remaining_max_remaining1000On the ‘I will purchase <item>’ alert, the maximum amount of gold remaining when showing the remaining gold cost
dota_will_purchase_gold_remaining_min_cost2000On the ‘I will purchase <item>’ alert, the minimum cost of an item to show the remaining gold cost
dota_winter_ambientfx0
dota_workshoptest0
dota_workshoptest_hudskin0
dota_workshoptest_modelnew00
dota_workshoptest_modelnew10
dota_workshoptest_modelnew20
dota_workshoptest_modelorg00
dota_workshoptest_modelorg10
dota_workshoptest_modelorg20
dota_workshoptest_modelwearable00
dota_workshoptest_modelwearable10
dota_workshoptest_modelwearable100
dota_workshoptest_modelwearable110
dota_workshoptest_modelwearable120
dota_workshoptest_modelwearable130
dota_workshoptest_modelwearable140
dota_workshoptest_modelwearable150
dota_workshoptest_modelwearable20
dota_workshoptest_modelwearable30
dota_workshoptest_modelwearable40
dota_workshoptest_modelwearable50
dota_workshoptest_modelwearable60
dota_workshoptest_modelwearable70
dota_workshoptest_modelwearable80
dota_workshoptest_modelwearable90
dotadev_bindFor development: Bind a key to in dota (ALT+key) allowed.
dotadev_binds_showFor development: List all developer binds.
dotadev_unbindFor development: Unbind a key to in dota (ALT+key) allowed.
dotaguide_loadLoads the guide found at game\dota\guides\<guide name>.build
dp_drag0Yes
dp_pull0Yes
dp_radius100Yes
dp_spirits0Yes
drawcrossDraws a cross at the given location Arguments: x y z
drawlineDraws line between two 3D Points. Green if no collision Red is collides with something Arguments: x1 y1 z1 x2 y2 z2
dsp_automatic0
dsp_db_min80
dsp_db_mixdrop0
dsp_dist_max1440Yes
dsp_dist_min0Yes
dsp_mix_max0
dsp_mix_min0
dsp_off0Yes
dsp_slow_cpu0
dsp_speaker50
dsp_vol_2ch1
dsp_vol_4ch0
dsp_vol_5ch0
dsp_volume0
dti_report_stddev_threshold1For network encoding stats, provide a notes field if field change count is above this many standard deviations for the average field change counts for the serializer.
+duck
-duck
dump_client_projectilesSpews a list of all client-side projectiles
dump_globalsDump all global entities/states
dump_localization_filesList all loaded localization files.
dump_panorama_css_propertiesPrints out all valid panorama CSS properties and their documentation
dump_panorama_eventsprint panorama event types and their documentation
dump_visible_buffsPrint out non-hidden buffs.
dumpparticlelistPrint out information on existing particle systems
dumpparticleperfWrite a spreadheeet describing particle performance to particle_profile.csv
dumpsavedirList the contents of the save directory in memory
dumpstringtablecl> <verbose> Print string tables to console, verbose to dump data.

E[.]

CommandDefault ValueCheat?Help Text
econ_show_items_with_tagLists the item definitions that have a specified tag.
enable_boneflex1
endmovieStop recording movie frames.
engine_max_framerate0
engine_max_resource_system_update_time5
engine_no_focus_sleep20
engine_no_focus_sleep_vconsole_suppress1When VConsole is in the foreground, don’t trigger engine_no_focus_sleep behavior
engine_show_frame_pacing0
engine_show_frame_ticks0
english1If set to 1, running the english language set of assets.
ent_absboxDisplays 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_attachmentsDisplays the attachment points on an entity. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_autoaimDisplays the entity’s autoaim radius. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_bboxDisplays 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_callent_call <funcname> <option:entname> calls function on current look target or filtername, checks on ent, then root, then mode, then map scope
ent_cancelpendingentfiresCancels all ent_fire created outputs that are currently waiting for their delay to expire.
ent_characterizeSpew PVS debug info for entity
ent_clear_debug_overlaysClears all debug overlays
ent_createCreates an entity of the given type where the player is looking.
ent_debug_animUse the specified entity for animation debugging (sets ‘anim_debug_entindex’ to that entity’s index)
ent_debugkeys0
ent_dumpUsage: ent_dump <entity name>
ent_findFind and list all entities with classnames or targetnames that contain the specified substring. Format: find_ent <substring>
ent_find_indexDisplay data for entity matching specified index. Format: find_ent_index <index>
ent_fireUsage: ent_fire <target> [action] [value] [delay]
ent_grabgrabs the object in front of the player. Options: -loose -multiple -toggle
ent_hitboxDisplays the hitboxes for the given entity(ies). Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_infoUsage: ent_info <class name>
ent_jointsDisplays the joint names + axes an entity. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_messagesToggles 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_draw0YesVisualizes all entity input/output activity.
ent_nameDisplays the entity name
ent_orientOrient the specified entity to match the player’s angles. By default, only orients target entity’s YAW. Use the ‘allangles’ option to orient on all axis. Format: ent_orient <entity name> <optional: allangles>
ent_pickerToggles ‘picker’ mode. When picker is on, the bounding box, pivot and debugging text is displayed for whatever entity the player is looking at. Arguments: full – enables all debug information
ent_pivotDisplays 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_pivot_size20Yes
ent_rboxDisplays 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_removeRemoves the given entity(s) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_remove_allRemoves all entities of the specified type Arguments: {entity_name} / {class_name}
ent_rotateRotates an entity by a specified # of degrees
ent_scaleScales entities. Arguments: <scale factor> {entity_name} / {class_name} / no argument picks what player is looking at
ent_script_dumpDumps the names and values of this entity’s script scope to the console Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_selectSelect or deselects the given entities(s) for later manipulation Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_setangSet entity angles
ent_setnameSets the targetname of the given entity(s) Arguments: {new entity name} {entity_name} / {class_name} / no argument picks what player is looking at
ent_setposMove entity to position
ent_show_contexts0YesShow entity contexts in ent_text display
ent_show_response_criteriaPrint, 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_skeletonDisplays the skeleton for the given entity(ies). Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_steadystate_batchsize20Max number of entities to transmit to player
ent_steadystate_cooldown5Time in seconds after player state changes before steady state changes can occur.
ent_steadystate_delay5Time in seconds without network state changes until an entity is considered for trickle updates
ent_steadystate_enable1
ent_steadystate_interval0Rate at which entities can be trickled to players
ent_teleportTeleport the specified entity to where the player is looking. Format: ent_teleport <entity name>
ent_test_interpolation0
ent_textDisplays 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
ent_text256Displays text debugging information about the given entity(ies) [within 256 units of the player] on top of the entity (See Overlay Text) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_text_clearHide 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
ent_text_filterSet which ent_text filters you want:
ent_text_flags_active-1Yes
ent_text_no_name_really_i_mean_it0Yes
ent_text_radiusDisplays text debugging information about the given entity(ies) [near the player] on top of the entity (See Overlay Text) 2 Arguments: Radius, {entity_name/class_name/ no argument picks what player is looking at}
ent_text_sticky_addAdds to list of names to display 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
ent_text_sticky_clearClears the list of names to display 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
ent_text_sticky_dumpSpews the list of names to display 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
ent_text_sticky_removeRemoves from the list of names to display 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
ent_ungrabun-grabs all objects
ent_vcollide_wireframeDisplays the interpolated vcollide wireframe pm am entity. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_viewoffsetDisplays the eye position for the given entity(ies) in red. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
entity_log_load_unserialize0Output unserialization of entities on map load. 0 – off, 1 – client/server, 2 – server, 3 – client
entity_lump_listList all known entity lumps
entity_lump_spewDump the contents of an entity lump
entityreportReports all extant entities. Optional 2nd arg is a substring of a classname that the list will be filtered by.
entitysummarySummarizes (by class) all extant entities. Optional 2nd arg is a substring of a classname that the list will be filtered by.
entsList server entities, sorted by spawn group
error_msg_testfire a fake hud error message
escapeEscape key pressed.
execExecute a cfg file
execifexistsExecute a cfg file if file exists
execute_command_every_frame0
explodeKills the player with explosive damage
explodevectorKills a player applying an explosive force. Usage: explodevector <player> <x value> <y value> <z value>

F[.]

CommandDefault ValueCheat?Help Text
fade_debug_splitscreen_slot-1
fadeinfadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds.
fadeoutfadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds.
fake_account_disabled0
fake_account_disabled_duration_seconds100
fake_chat_members0Number of users in chat channel.
fake_low_pri0
fake_meta_xpFake meta xp values
filesystem_buffer_size0Size of per file buffers. 0 for none
filesystem_max_stdio_read16
filesystem_native1Use native FS or STDIO
filesystem_report_buffered_io0
filesystem_unbuffered_io1
filesystem_use_overlapped_io1
filter_live_games_by_hero0
filter_live_games_by_team_games0
filter_pw_lobbies1
findFind concommands with the specified string in their name/help text.
findflagsFind concommands by flags.

Available flags to search for:

·         DEVELOPMENTONLY

·         GAMEDLL

·         CLIENTDLL

·         PROTECTED

·         SPONLY

·         ARCHIVE

·         NOTIFY

·         USERINFO

·         PRINTABLEONLY

·         UNLOGGED

·         NEVER_AS_STRING

·         REPLICATED

·         CHEAT

·         SS

·         DEMO

·         DONTRECORD

·         SS_ADDED

·         RELEASE

·         RELOAD_MATERIALS

·         RELOAD_TEXTURES

·         NOT_CONNECTED

·         MATERIAL_SYSTEM_THREAD

·         ARCHIVE_XBOX

·         ACCESSIBLE_FROM_THREADS

·         LINKED_CONCOMMAND

·         VCONSOLE_FUZZY_MATCHING

·         SERVER_CAN_EXECUTE

·         SERVER_CANNOT_QUERY

·         VCONSOLE_SET_FOCUS

·         CLIENTCMD_CAN_EXECUTE

·         EXECUTE_PER_TICK

fire_absorbrate3
fire_dmgbase1
fire_dmginterval1
fire_dmgscale0
fire_extabsorb5
fire_extscale12
fire_growthrate1
fire_heatscale1
fire_incomingheatscale0
fire_maxabsorb50
firetarget
firstpersonSwitch to firstperson camera.
fish_debug0YesShow debug info for fish
fish_dormant0YesTurns off interactive fish behavior. Fish become immobile and unresponsive.
flex_cycler_think_interval0
flex_expression0
flex_rules1Allow flex animation rules to run.
flex_smooth1Applies smoothing/decay curve to flex animation controller changes.
flex_talk0
fog_color-1Yes
fog_colorskybox-1Yes
fog_enable1YesEnable fog
fog_enableskybox1Yes
fog_end-1Yes
fog_endskybox-1Yes
fog_hdrcolorscale-1Yes
fog_hdrcolorscaleskybox-1Yes
fog_maxdensity-1Yes
fog_maxdensityskybox-1Yes
fog_override0YesOverrides the map’s fog settings (-1 populates fog_ vars with map’s values)
fog_override_colorSets the fog color override
fog_override_enable0YesUse fog_override convars instead of world fog data
fog_override_end3500Yes
fog_override_exponent2Yes
fog_override_max_density0Yes
fog_override_start1000Yes
fog_start-1Yes
fog_startskybox-1Yes
fog_volume_debug0If enabled, prints diagnostic information about the current fog volume
foguiShow/hide fog control UI.
font_provider_updateUpdate font provider settings
force_centerview
force_leave_game_button0
force_quest_update0
forceactivecontrollertype-1
-forward
+forward
fow_client_nofiltering0Yes0 = normal, 1 = off
fow_client_show_stats0Yes
fow_client_statsdisplays fog of war stats
fow_client_visibility0Yes0 = normal, 1 = off, 2 = never seen, 3 = seen
fow_degree_fade_in_rate14YesFoW area fade in rate #1 (greater than 1 is faster)
fow_degree_fade_in_rate24YesFoW area fade in rate #2 (greater than 1 is faster)
fow_degree_fade_in_rate_midpoint0YesFoW area fade out rate midpoint (0.0 – 1.0)
fow_degree_fade_out_rate14YesFoW area fade out rate #1 (greater than 1 is faster)
fow_degree_fade_out_rate24YesFoW area fade out rate #2 (greater than 1 is faster)
fow_degree_fade_out_rate_midpoint0YesFoW area fade out rate (0.0 – 1.0)
fow_server_debug0Yes
fow_server_debug_team-1Yes
fow_server_show_grid1Yes
fow_server_show_grid_xy0Yes
fow_server_show_occluders1Yes
fow_server_show_stats0Yes
fow_server_show_viewers1Yes
fow_server_statsdisplays fog of war stats
fow_server_test_tempviewertest a temp viewer
fow_tile_update_time0YesFoW tile update time.
fp_traceToggle field path tracing to file
fps_max120Frame rate limiter
freecamera_accel5Tweak this parameter to adjust Free Camera movement acceleration.
freecamera_fog_end2500Fog end for Free Camera.
freecamera_fog_start1800Fog start for Free Camera.
freecamera_max_speed500Tweak this parameter to adjust Free Camera movement max speed.
freecamera_rotation_mulitplier10Tweak this parameter to adjust Free Camera mouse rotation.
freecamera_zfar4500Fog start for Free Camera.
fs_clear_open_duplicate_timesClear the list of files that have been opened.
fs_dump_open_duplicate_timesSet fs_report_long_reads 1 before loading to use this. Prints a list of files that were opened more than once and ~how long was spent reading from them.
fs_monitor_read_from_pack00:Off, 1:Any, 2:Sync only
fs_report_long_reads00:Off, 1:All (for tracking accumulated duplicate read times), >1:Microsecond threashold
fs_report_sync_opens00:Off, 1:Always, 2:Not during load
fs_warning_mode00:Off, 1:Warn main thread, 2:Warn other threads
func_break_max_pieces15
func_break_reduction_factor0
func_breakdmg_bullet0
func_breakdmg_club1
func_breakdmg_explosive1
fx_glass_velocity_cap0Maximum downwards speed of shattered glass particles

G[.]

CommandDefault ValueCheat?Help Text
g_debug_constraint_sounds0YesEnable debug printing about constraint sounds.
g_debug_doors0
g_debug_npc_vehicle_roles0
g_debug_ragdoll_removal0Yes
g_debug_ragdoll_visualize0Yes
g_debug_transitions0Set 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_vehiclebase0Yes
g_debug_vehicleexit0Yes
g_debug_vehiclesound0Yes
g_Language0
g_ragdoll_fadespeed600
g_ragdoll_important_maxcount2
g_ragdoll_lvfadespeed100
g_ragdoll_maxcount5
game_end_halloween_intro_delay10
game_end_halloween_intro_failure_delay2
game_end_item_anim_delay2
game_end_show_gpmPrint GPM stats during game end
game_end_speech_delay1
game_end_xmas_intro_delay2
game_end_xp_anim_delay1
game_end_xp_anim_duration1
gameevents_showeventlisteners0Show listening addition/removals
gameevents_showevents0Dump game events to console. (1 = Show Signaling, 2 = Show Posting also).
gameinstructor_dump_open_lessonsGives a list of all currently open lessons.
gameinstructor_enable1Display in game lessons that teach new players.
gameinstructor_find_errors0YesSet to 1 and the game instructor will run EVERY scripted command to uncover errors.
gameinstructor_reload_lessonsShuts down all open lessons and reloads them from the script file.
gameinstructor_reset_countsResets all display and success counts to zero.
gameinstructor_start_sound_cooldown4Number of seconds forced between similar lesson start sounds.
gameinstructor_verbose0YesSet to 1 for standard debugging or 2 (in combo with gameinstructor_verbose_lesson) to show update actions.
gameinstructor_verbose_lesson0YesDisplay more verbose information for lessons have this name.
gamestats_file_output_directory0When -gamestatsfileoutputonly is specified, file will be emitted here instead of to modpath
gameui_activateShows the game UI
gameui_allowescapeEscape key allowed to hide game UI
gameui_allowescapetoshowEscape key allowed to show game UI
gameui_hideHides the game UI
gameui_preventescapeEscape key doesn’t hide game UI
gameui_preventescapetoshowEscape key doesn’t show game UI
gameui_xbox0
gc_finish_loadingtell whatever
gc_secret_key0Secret key for authenticating with the GC
getposdump position and angles to the console
getpos_exactdump origin and angles to the console
giveGive item to player. Arguments: <item_name>
givecurrentammoGive a supply of ammo for current weapon..
gizmo_rot_max_dist8
gl_clear1
gl_clear_gray0YesClear the back buffer to gray every frame.
gl_clear_randomcolor0YesClear the back buffer to random colors every frame. Helps spot open seams in geometry.
global_event_log_enabled0YesEnables the global event log system
global_setglobal_set <globalname> <state>: Sets the state of the given env_global (0 = OFF, 1 = ON, 2 = DEAD).
glow_outline_effect_enable1YesEnable entity outline glow effects.
glow_outline_width6YesWidth of glow outline effect in screen space.
glow_use_tolerance0Yes
godToggle. Player becomes invulnerable.
gpu_level3GPU Level – Default: High
gpu_mem_level2Memory Level – Default: High
-grenade1
+grenade1
-grenade2
+grenade2
grepgrep line for pattern, print out matching lines only
groupsShow status of all spawn groups.
guidepanel_promptforrating1
guidepanel_resetnagResets the nag count on the guide panel
guidepanel_toggleToggles the visibility of the Hero Build panel
guild_refreshguild_force_refresh

H[.]

CommandDefault ValueCheat?Help Text
hammer_dota_new_ramp_rules1
hammer_dota_path_falloff1
hammer_dota_path_fixup1
hammer_dota_path_opacity0
hammer_dota_path_overwrite0
hammer_dota_path_sharpness0
hammer_dota_path_use_material_settings1
hammer_dota_path_width150
hammer_draw_bounds0
hammer_draw_dirty_bounds0
hammer_draw_model_raytrace_data0
hammer_draw_overlay_traingles_in_box0
hammer_drawgrid1Toggle grid on and off.
hammer_drawtrilists1Toggle triangle lists on and off.
hammer_face_debug_info0
hammer_gizmo_2dscale3
hammer_gizmo_axis_length80
hammer_gizmo_axis_scale1
hammer_gizmo_compute_matrix1
hammer_gizmo_line_thickness3
hammer_gizmo_tetherspeed0
hammer_gridnav_always_update0
hammer_gridnav_preview_radius15
hammer_gridnav_show_creature_blocking1
hammer_gridnav_show_hero_blocking1
hammer_gridnav_show_impassable1
hammer_gridnav_show_obstructions1
hammer_gridnav_show_ward_blocking1
hammer_nav_attrib_color60
hammer_overlay_draw_projection_triangles0
hammer_parallel_procedural_update1
hammer_physics_enable0Enable/disable hammer physics
hammer_raytrace_debug_draw0Draw ray tracing environment debug visualization in Hammer
hammer_render_model_bounding_spheres0
hammer_tile_border_size16
hammer_usestatic0Render with statically baked geometry (should be much faster).
hammer_world_trace_multisample1
hammer_world_trace_pack_rays0
helpFind help about a convar/concommand.
hide_sf_shophide scaleform shop
hideconsoleHide the console.
hidehud0Yesbitmask: 1=weapon selection, 2=flashlight, 4=all, 8=health, 16=player dead, 32=needssuit, 64=misc, 128=chat, 256=crosshair, 512=vehicle crosshair, 1024=in vehicle
hidepanelHides a viewport panel <name>
hl2_episodic0
host_force_frametime_to_equal_tick_interval0
host_framerate0Set to lock per-frame time elapse.
host_limitlocal0Apply cl_cmdrate and cl_updaterate to loopback connection
host_showcachemiss0Print a debug message when the client or server cache is missed.
host_timescale1YesPrescale the clock by this amount.
host_timescale_decDecrement the timescale by one step
host_timescale_incIncrement the timescale by one step
host_writeconfigSaves out the user config values.
hostfile0The HOST file to load.
hostip0Host game server ip
hostname0Hostname for server.
hostport27015Host game server port
http_cache_size150
hud_autoreloadscript0Automatically reloads the animation script each time one is ran
hud_drawhistory_time5
hud_fastswitch0
hud_reloadschemeReloads hud layout and animation scripts.
hud_saytext_time12
hud_scaleformperf0
hud_sf_is_element_visiblePrints visibility info about an SF HUD element. Can specify a child in the SWF as third argument for further info.
hud_sf_reloadreload scaleform hud element. usage: hud_sf_reload < substring of panel name >
hud_sticky_item_name0
hud_takesshots0Auto-save a scoreboard screenshot at the end of a map.
hurtmeHurts the player. Arguments: <health to lose>

I[.]

CommandDefault ValueCheat?Help Text
icinterp entity count
ime_hkl_infoSpew IME HKL info.
ime_infoSpew IME info.
ime_supported_infoSpew IME Supported info.
impulse
incrementvarIncrement specified convar value.
input_button_code_is_scan_code0Bind keys based on keyboard position instead of key name
input_downimpulsevalue0.700000
input_filter_relative_analog_inputsfalse
input_forceuser-1YesForce user input to this split screen player.
input_upimpulsevalue0.300000
inspectheroinworldZoom into a selected hero in the world for a closer view.
instant_replay1Enable instant replay recording.
instant_replay_goto_tickGoto a direct timestamp of the replay
instant_replay_history_limit120Maximum amount of minutes to save history (0 is unlimited).
instant_replay_history_limit_low10Maximum amount of minutes to save history on low memory (32 bit) systems (0 is unlimited).
instant_replay_liveIf in replay, jumps back to live
instant_replay_pausePauses instant replay.
instant_replay_resumeResumes instant replay.
instant_replay_skipNumber of seconds to skip back to instant replay from current position
instant_replay_skip_liveNumber of seconds to skip back to instant replay from live
instant_replay_timescaleSets instant replay speed.
instant_replay_togglepauseToggles instant replay.
+invaction
-invaction
inventory_frameinventory set frame #
inventory_resizeforce re-layout inventory
invnext
invnextselect
invprev
invprevselect
ip0Overrides IP for multihomed hosts
irrad_atlas_print_statsDisplays irrad atlas allocation stats.
irrad_flushFlush irradiance volume allocations.
irrad_maxstreams8YesMaximum number of simultaneous streaming irradiance volume textures.
irrad_overridefademaxdist-1YesOverride fademaxdist for purposes of streaming visiblity calculation.
irrad_streamingthreshold512YesDistance at which to begin streaming in non-resident irradiance volumes.
irrad_suppress0YesStop irradiance volume updates
item_debug_validation1If set, CEconEntity::ValidateEntityAttachedToPlayer behaves as it would in release builds and also allows bot players to take the same code path as real players.
item_land_duration350
item_land_magnitude10
item_land_oscillations3
item_show_whitelistable_definitionsLists the item definitions that can be whitelisted in the item_whitelist.txt file in tournament mode.
items_game_use_gc_copy0If set, items_game.txt will be stomped by the GC.
iv_debugSpew interpolated var info for entity.
iv_debugbone0Debug bone name for interpolation spew of CAnimationState.
iv_interpSpew interpolated var info for entity.
iv_offTurn off all interpolation variable spew.
iv_onSpew both interpolated var debug info and history for entity.
iv_parallel_latch1
iv_parallel_restore0
iv_wrapped_parallel_latch1

J[.]

CommandDefault ValueCheat?Help Text
-jlook
+jlook
jointeamJoin a team
joy_accel_filter0.200000
joy_accelmax1.000000
joy_accelscale0.600000
joy_advanced0
joy_advaxisr0
joy_advaxisu0
joy_advaxisv0
joy_advaxisx0
joy_advaxisy0
joy_advaxisz0
joy_autoaimdampen0How much to scale user stick input when the gun is pointing at a valid target.
joy_autoaimdampenrange0The stick range where autoaim dampening is applied. 0 = off
joy_autosprint0Automatically sprint when moving with an analog joystick
joy_axisbutton_threshold0Analog axis range before a button press is registered.
joy_axisr_deadzone0.150000
joy_axisr_relativefalse
joy_axisu_deadzone0.150000
joy_axisu_relativefalse
joy_axisv_deadzone0.150000
joy_axisv_relativefalse
joy_axisx_deadzone0.150000
joy_axisx_relativefalse
joy_axisy_deadzone0.150000
joy_axisy_relativefalse
joy_axisz_deadzone0.150000
joy_axisz_relativefalse
joy_circle_correcttrue
joy_deadzone_mode0
joy_display_input0
joy_forward_sensitivity1.000000
joy_forwardsensitivity-1
joy_forwardthreshold0
joy_inverty0Whether to invert the Y axis of the joystick for looking.
joy_legacy0Turn on/off ‘Legacy’ mapping for control sticks.
joy_lookspin_default0
joy_lowend1.000000
joy_lowmap1.000000
joy_movement_stick0Which stick controls movement (0 is left stick)
joy_name0
joy_pegged0.750000
joy_pitch_sensitivity3.000000
joy_pitchsensitivity1
joy_pitchthreshold0
joy_response_look0
joy_response_move9
joy_response_move_vehicle6
joy_sensitive_step00.100000
joy_sensitive_step10.400000
joy_sensitive_step20.900000
joy_side_sensitivity1.000000
joy_sidesensitivity1
joy_sidethreshold0
joy_variable_frametime1
joy_vehicle_turn_lowend0.700000
joy_vehicle_turn_lowmap0.400000
joy_virtual_pegfalse
joy_wingmanwarrior_centerhack0Wingman warrior centering hack.
joy_wingmanwarrior_turnhack0Wingman warrior hack related to turn axes.
joy_xcontroller_cfg_loaded0If 0, the 360controller.cfg file will be executed on startup & option changes.
joy_yaw_sensitivity3.000000
joy_yawsensitivity-1
joy_yawthreshold0
joyadvancedupdate
joystick0True if the joystick is enabled, false otherwise.
jpeg_quality90Set jpeg screenshot quality. [1..100]
jpeg_screenshotTake a jpeg screenshot: jpeg_screenshot [filename] [quality 1-100].
json_parse_testTests JSON parsing into a protobuf
+jump
-jump

K[.]

CommandDefault ValueCheat?Help Text
key_findbindingFind key bound to specified command string.
key_listboundkeysList bound keys with bindings.
key_updatelayoutUpdates game keyboard layout to current windows keyboard setting.
kickKick a player by name.
kickidKick a player by userid or uniqueid, with a message.
kickid_hltvKick a player by userid or uniqueid, with a message.
killKills the player with generic damage
killvectorKills a player applying force. Usage: killvector <player> <x value> <y value> <z value>
-klook
+klook

L[.]

CommandDefault ValueCheat?Help Text
language_fake_unsupported_primary0
lastinv
+left
-left
light_priority_buffer_res8192
light_priority_enabled1
light_priority_fade_dist_far2048
light_priority_fade_dist_near1024
lightquery_debug_direct_lighting1Yes
lightquery_debug_indirect_lighting1Yes
lightquery_debug_indirect_lighting_fast0Yes0 = standard sampling, 1 = fast sampling, 2 = ultra-fast sampling
listdemoList demo file contents.
listidLists banned users.
listipList IP addresses on the ban list.
listRecentNPCSpeechDisplays a list of the last 5 lines of speech from NPCs.
loadout_test_activity_modifiers0Yes
locator_background_border_color268435456.000The default color for the border.
locator_background_border_thickness3How many pixels the background borders the left and right.
locator_background_color100663296.000The default color for the background.
locator_background_shift_x3How many pixels the background is shifted right.
locator_background_shift_y1How many pixels the background is shifted down.
locator_background_style0Setting this to 1 will show rectangle backgrounds behind the items word-bubble pointers.
locator_background_thickness_x8How many pixels the background borders the left and right.
locator_background_thickness_y0How many pixels the background borders the top and bottom.
locator_fade_time0Number of seconds it takes for a lesson to fully fade in/out.
locator_icon_max_size_non_ss1Maximum scale of the icon on the screen
locator_icon_min_size_non_ss1Minimum scale of the icon on the screen
locator_lerp_rest2Number of seconds before moving from the center.
locator_lerp_speed5Speed that static lessons move along the Y axis.
locator_lerp_time1Number of seconds to lerp before reaching final destination
locator_pulse_time1Number of seconds to pulse after changing icon or position
locator_split_len0Yes
locator_split_maxwide_percent0Yes
locator_start_at_crosshair0Start position at the crosshair instead of the top middle of the screen.
locator_target_offset_x0How many pixels to offset the locator from the target position.
locator_target_offset_y0How many pixels to offset the locator from the target position.
locator_text_drop_shadow1If enabled, a drop shadow is drawn behind caption text. PC only.
locator_text_glow0If enabled, a glow is drawn behind caption text
locator_text_glow_color-1Color of text glow
locator_topdown_style0Topdown games set this to handle distance and offscreen location differently.
logoff >.
log_colorSet the color of a logging channel.
log_dumpchannelsDumps information about all logging channels.
log_flagsSet the flags on a logging channel.
log_levelSet the spew level of a logging channel.
log_verbositySet the verbosity of a logging channel.
logaddress_addSet address and port for remote host <ip:port>.
logaddress_delRemove address and port for remote host <ip:port>.
logaddress_delallRemove all udp addresses being logged to
logaddress_listList all addresses currently being used by logaddress.
+lookdown
-lookdown
+lookspin
-lookspin
lookstrafe0
-lookup
+lookup
loop_dumpPrint the listeners of the current loop mode
lservercfgfile0
lua_report_memory

M[.]

CommandDefault ValueCheat?Help Text
m_customaccel0Custom mouse acceleration: 0: custom accelaration disabled 1: mouse_acceleration = min(m_customaccel_max, pow(raw_mouse_delta, m_customaccel_exponent) * m_customaccel_scale + sensitivity) 2: Same as 1, with but x and y sensitivity are scaled by m_pitch and m_yaw respectively. 3: mouse_acceleration = pow(raw_mouse_delta, m_customaccel_exponent – 1) * sensitivity
m_customaccel_exponent1Mouse move is raised to this power before being scaled by scale factor.
m_customaccel_max0Max mouse move scale factor, 0 for no limit
m_customaccel_scale0Custom mouse acceleration value.
m_filter0Mouse filtering (set this to 1 to average the mouse over 2 frames).
m_forward1Mouse forward factor.
m_mouseaccel10Windows mouse acceleration initial threshold (2x movement).
m_mouseaccel20Windows mouse acceleration secondary threshold (4x movement).
m_mousespeed1Windows mouse acceleration (0 to disable, 1 to enable [Windows 2000: enable initial threshold], 2 to enable secondary threshold [Windows 2000 only]).
m_pitch0Mouse pitch factor.
m_rawinput0Use Raw Input for mouse input.
m_side0Mouse side factor.
m_yaw0Mouse yaw factor.
mapmap <mapname> :Load a new map.
map_enable_background_mapsEnables/disables portrait background maps
mapcyclefile0Name of the .txt file used to cycle the maps on multiplayer servers
mapsDisplays list of maps. Usage: maps <substring>. For all maps: maps *
markup_group_ent_bboxmarkup_group_ent_bbox <markup_group name> -> toggle ent_bbox for all members of the named markup group
markup_group_ent_textmarkup_group_ent_text <markup_group name> -> toggle ent_text for all members of the named markup group
markup_group_spewSpew all current markup groups and their members
mat_accelerate_adjust_exposure_down3Yes
mat_bloom_scalefactor_scalar1
mat_bloomamount_rate0Yes
mat_bloomscale1
mat_camerarendertargetoverlaysize128Yes
mat_clearshadercacheClears the shader cache used for dynamic shader compile.
mat_clipz1
mat_colcorrection_disableentities0Disable map color-correction entities
mat_colcorrection_.or0
mat_colcorrection_forceentitiesclientside0YesForces color correction entities to be updated on the client
mat_debug_bloom0Yes
mat_debug_postprocessing_effects00 = off, 1 = show post-processing passes in quadrants of the screen, 2 = only apply post-processing to the centre of the screen
mat_depthbias_shadowmap0
mat_disable_bloom0
mat_disable_dynamic_shader_compileReloads all shaders from vcs files until the next time mat_reloadshaders is called
mat_dof_enabled1
mat_dof_far_blur_depth1000
mat_dof_far_blur_radius5
mat_dof_far_focus_depth250
mat_dof_near_blur_depth20
mat_dof_near_blur_radius10
mat_dof_near_focus_depth100
mat_dof_override0
mat_dof_quality0
mat_drawTexture0Enable debug view texture
mat_drawTextureScale1Debug view texture scale
mat_drawTitleSafe0Enable title safe overlay
mat_drawwater1Yes
mat_dump_rts0
mat_exposure_center_region_x0Yes
mat_exposure_center_region_y0Yes
mat_force_bloom0Yes
mat_framebuffercopyoverlaysize128
mat_fullbright0Yes
mat_grain_enable0
mat_hdr_level2
mat_hdr_manual_tonemap_rate1
mat_hdr_uncapexposure0Yes
mat_hsv0Yes
mat_local_contrast_enable0
mat_material_frameupdate_limit2Maximum time in ms to spend initializing shaders for materials each frame.
mat_motion_blur_enabled0
mat_motion_blur_falling_intensity1
mat_motion_blur_falling_max20
mat_motion_blur_falling_min10
mat_motion_blur_forward_enabled1
mat_motion_blur_rotation_intensity1
mat_motion_blur_strength1
mat_print_dead_materialsPrint loaded materials that have no valid layers due to not supporting any of the modes in gameinfo.gi.
mat_print_error_materialsPrint loaded materials that are using the error shader or material.
mat_print_material_infoPrint info about a specific material
mat_print_materialsPrint loaded materials. Takes an optional substring as an argument.
mat_print_materials_last_framePrint materials used last frame
mat_print_materials_unusedPrint materials that have never been used
mat_print_modesPrint supported rendering modes.
mat_print_shader_infoPrint detailed info about a single shader. Takes a shader name (hero.vfx) as an argument.
mat_print_shadersPrint loaded shaders. Takes a substring as an argument.
mat_print_texturesPrint loaded textures in alphabetical order. Takes an optional substring as an argument.
mat_print_textures_sizePrint loaded textures in ascending size order. Takes an optional substring as an argument.
mat_reinitmaterialsReinitializes all loaded materials, reloading their shaders.
mat_reloadmaterialsReloads all materials. Takes an optional substring as an argument.
mat_reloadshadersReloads all shaders. Takes an optional substring as an argument.
mat_show_histogram0
mat_showcamerarendertarget0Yes
mat_showframebuffertexture0Yes
mat_showwatertextures0Yes
mat_slopescaledepthbias_shadowmap4
mat_stub0Yes
mat_tonemap_debug0
mat_tonemap_force_accelerate_exposure_down-1Yes
mat_tonemap_force_average_lum_min-1YesOverride. Old default was 3.0
mat_tonemap_force_log_lum_max-1Yes
mat_tonemap_force_log_lum_min-1Yes
mat_tonemap_force_max-1Yes
mat_tonemap_force_min-1Yes
mat_tonemap_force_percent_bright_pixels-1YesOverride. Old value was 1.0
mat_tonemap_force_percent_target-1YesOverride. Old default was 45.
mat_tonemap_force_rate-1Yes
mat_tonemap_force_scale0Yes
mat_tonemap_force_use_alpha-1Yes
mat_tonemap_uncap_exposure0Yes
mat_viewportscale1Scale down the main viewport (to reduce GPU impact on CPU profiling)
mat_viewportupscale1YesScale the viewport back up
mat_wateroverlaysize128
mat_wireframe0Yes
mat_yuv0Yes
mem_compactCompacts the heap
mem_dumpDump memory stats to text file.
mem_incremental_compactIncrementally compacts the heap
mem_incremental_compact_rate0YesRate at which to attempt internal heap compaction
mem_level2Memory Level – Default: High
mem_test
mem_test_each_frame0Run heap check at end of every frame
mem_test_every_n_seconds0Run heap check at a specified interval
mem_test_quiet0Don’t print stats when memtesting
memoryPrint memory stats.
+menuAccept
-menuAccept
+menuDown
-menuDown
+menuUp
-menuUp
midi_auto_connect_port-1On init, attempt to connect to the device on this port
midi_connect_portAttempt to open a connection on the passed port ( or 0 if not specfied ). Will close existing connection
-midi_note
+midi_note
midi_releaseRelease any connected MIDI device
midi_reset_notesSend emergency Note OFF for all active notes on all channels
midi_statusDump info about connected MIDI devices
midi_test_offSend a test note OFF to the connected MIDI device
midi_test_onSend a test note ON to the connected MIDI device
mix_inputSet an input mix value
model_combiner_dumpstatsDump the stats for the model combiner manager.
motd_intros0
motdfile0The MOTD file to load.
mouse_disableinput0Set to disable mouse input
mouse_pitchyaw_sensitivity50.000000
+movedown
-movedown
-moveleft
+moveleft
-moveright
+moveright
-moveup
+moveup
movie_fixwaveFixup corrupted .wav file if engine crashed during startmovie/endmovie, etc.
mp_allowNPCs1
mp_allowspectators1toggles whether the server allows spectator mode or not
mp_autocrosshair1
mp_bonusroundtime15Time after round win until round restarts
mp_chattime10amount of time players can chat after the game is over
mp_clan_ready_signal0Text that team leader from each team must speak for the match to begin
mp_clan_readyrestart0If non-zero, game will restart once someone from each team gives the ready signal
mp_defaultteam0
mp_disable_autokickPrevents a userid from being auto-kicked
mp_disable_respawn_times0
mp_fadetoblack0fade a player’s screen to black when he dies
mp_falldamage0
mp_feetyawrate_max360How many degrees per second that we can turn our feet or upper body when we’re outside the max body yaw.
mp_flashlight1
mp_footsteps1
mp_forcecamera0Restricts spectator modes for dead players
mp_forcerespawn1
mp_fraglimit0
mp_friendlyfire0Allows team members to injure other members of their team
mp_maxrounds0max number of rounds to play before server changes maps
mp_restartgame0If non-zero, game will restart in the specified number of seconds
mp_teamlist0
mp_teamoverride1
mp_teamplay0
mp_teams_unbalance_limit1Teams are unbalanced when one team has this many more players than the other team. (0 disables check)
mp_timelimit0game time per map in minutes
mp_tournament0
mp_tournament_whitelist0Specifies the item whitelist file to use.
mp_usehwmmodels0Enable the use of the hw morph models. (-1 = never, 1 = always, 0 = based upon GPU)
mp_usehwmvcds0Enable the use of the hw morph vcd(s). (-1 = never, 1 = always, 0 = based upon GPU)
mp_waitingforplayers_cancel0Set to 1 to end the WaitingForPlayers period.
mp_waitingforplayers_restart0Set to 1 to start or restart the WaitingForPlayers period.
mp_waitingforplayers_time0WaitingForPlayers time length in seconds
mp_weaponstay0
mp_winlimit0Max score one team can reach before server changes maps
multiunit_frame_tall48
multiunit_frame_wide48
multiunit_page_nextcycle to the next multiunit page
multiunit_page_prevcycle to the previous multiunit page
multiunit_x_gap4
multiunit_x_start0
multiunit_y_gap13
multiunit_y_start0
multvarMultiply specified convar value.
muzzleflash_light1

N[.]

CommandDefault ValueCheat?Help Text
name
nav_add_to_selected_setAdd current area to the selected set.
nav_add_to_selected_set_by_idAdd specified area id to the selected set.
nav_analyzeRe-analyze the current Navigation Mesh and save it to disk.
nav_area_bgcolor503316480YesRGBA color to draw as the background color for nav areas while .ing.
nav_area_max_size15YesMax area size created in nav generation
nav_area_res25YesStandard nav area minimum size
nav_auto_build_areaBuild out high-precision areas around the . cursor and create them.
nav_avoidToggles the ‘avoid this area when possible’ flag used by the AI system.
nav_begin_areaDefines a corner of a new Area or Ladder. To complete the Area or Ladder, drag the opposite corner to the desired location and issue a ‘nav_end_area’ command.
nav_begin_deselectingStart continuously removing from the selected set.
nav_begin_drag_deselectingStart dragging a selection area.
nav_begin_drag_selectingStart dragging a selection area.
nav_begin_selectingStart continuously adding to the selected set.
nav_begin_shift_xyBegin shifting the Selected Set.
nav_blockers_can_affect_flow1YesSet this convar to 0 if you want the ‘affectsFlow’ property of func_nav_blockers to be ignored
nav_build_ladderAttempts to build a nav ladder on the climbable surface under the cursor.
nav_chop_selectedChops all selected areas into their component 1×1 areas
nav_clear_attributeRemove given nav attribute from all areas in the selected set.
nav_clear_attributesClear all nav attributes of selected area.
nav_clear_selected_setClear the selected set.
nav_clear_walkable_marksErase any previously placed walkable positions.
nav_compress_idRe-orders area and ladder ID’s so they are continuous.
nav_connectTo connect two Areas, mark the first Area, highlight the second Area, then invoke the connect command. Note that this creates a ONE-WAY connection from the first to the second Area. To make a two-way connection, also connect the second area to the first.
nav_coplanar_slope_limit0Yes
nav_corner_adjust_adjacent18Yesradius used to raise/lower corners in nearby areas when raising/lowering corners.
nav_corner_lowerLower the selected corner of the currently marked Area.
nav_corner_place_on_groundPlaces the selected corner of the currently marked Area on the ground.
nav_corner_raiseRaise the selected corner of the currently marked Area.
nav_corner_selectSelect a corner of the currently marked Area. Use multiple times to access all four corners.
nav_create_area_at_feet0YesAnchor nav_begin_area Z to .ing player’s feet
nav_create_place_on_ground0YesIf true, nav areas will be placed flush with the ground when created by hand.
nav_crouchToggles the ‘must crouch in this area’ flag used by the AI system.
nav_debug_blocked0Yes
nav_deleteDeletes the currently highlighted Area.
nav_delete_markedDeletes the currently marked Area (if any).
nav_disconnectTo disconnect two Areas, mark an Area, highlight a second Area, then invoke the disconnect command. This will remove all connections between the two Areas.
nav_displacement_test10000YesChecks for nodes embedded in displacements (useful for in-development maps)
nav_drag_selection_volume_zmax_offset32The offset of the nav drag volume top from center
nav_drag_selection_volume_zmin_offset32The offset of the nav drag volume bottom from center
nav_draw_area_vert_order0Yes
nav_draw_clearance_warning0Yes
nav_draw_connected_area_radius750Yes
nav_draw_limit300YesThe maximum number of areas to draw in . mode
nav_draw_vert_hotspots1Yes
nav_.0YesSet to one to interactively . the Navigation Mesh. Set to zero to leave . mode.
nav_end_areaDefines the second corner of a new Area or Ladder and creates it.
nav_end_deselectingStop continuously removing from the selected set.
nav_end_drag_deselectingStop dragging a selection area.
nav_end_drag_selectingStop dragging a selection area.
nav_end_selectingStop continuously adding to the selected set.
nav_end_shift_xyFinish shifting the Selected Set.
nav_flood_selectSelects the current Area and all Areas connected to it, recursively. To clear a selection, use this command again.
nav_gen_pc_add_jumps1Yes
nav_gen_pc_connect_angle0Yes
nav_gen_pc_connect_dist0Yes
nav_gen_pc_connect_overlap4Yes
nav_gen_pc_degen_limit0Yes
nav_gen_pc_false0YesAlways false
nav_gen_pc_island_removal1Yes
nav_gen_pc_opt_to_quads_21Yes
nav_gen_pc_opt_to_quads_angle_limit_210Yes
nav_gen_pc_opt_to_quads_num_steps6Yes
nav_gen_pc_opt_to_quads_se_limit_end0Yes
nav_gen_pc_opt_to_quads_se_limit_start0Yes
nav_gen_pc_opt_to_quads_weld_limit_end0Yes
nav_gen_pc_opt_to_quads_weld_limit_start0Yes
nav_gen_pc_remove_vertical_polys1Yes
nav_gen_pc_run_recast1Yes
nav_gen_pc_tr_max_acceptable_cost_1900Yes
nav_gen_pc_tr_max_acceptable_cost_2900Yes
nav_gen_pc_tri_reduce_all0Yes
nav_gen_pc_true1YesAlways true
nav_gen_pc_vertical_limit88Yes
nav_generateGenerate a Navigation Mesh for the current map and save it to disk.
nav_generate_compute_lighting0YesIf true, compute lighting for this area. Otherwise, just set to 1/2.
nav_generate_fencetops1YesAutogenerate nav areas on fence and obstacle tops
nav_generate_fixup_jump_areas1YesConvert obsolete jump areas into 2-way connections
nav_generate_incrementalGenerate a Navigation Mesh for the current map and save it to disk.
nav_generate_incremental_range2000Yes
nav_generate_incremental_tolerance0YesZ tolerance for adding new nav areas.
nav_generate_no_restart0
nav_generate_remove_jump_areas1
nav_jumpToggles the ‘traverse this area by jumping’ flag used by the AI system.
nav_ladder_flipFlips the selected ladder’s direction.
nav_loadLoads the Navigation Mesh for the current map.
nav_load_aaquadLoads the Navigation Mesh for the current map.
nav_load_polyclipLoads the Navigation Mesh for the current map.
nav_load_recastLoads the Navigation Mesh for the current map.
nav_lower_drag_volume_maxLower the top of the drag select volume.
nav_lower_drag_volume_minLower the bottom of the drag select volume.
nav_markMarks the Area or Ladder under the cursor for manipulation by subsequent .ing commands.
nav_mark_attributeSet nav attribute for all areas in the selected set.
nav_mark_walkableMark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate a Navigation Mesh.
nav_max_auto_area_size16384YesMax size in x/y of any auto-generated nav area
nav_max_view_distance0YesMaximum range for precomputed nav mesh visibility (0 = default 1500 units)
nav_max_vis_delta_list_length64Yes
nav_mergeTo merge two Areas into one, mark the first Area, highlight the second by pointing your cursor at it, and invoke the merge command.
nav_merge_meshMerges a saved selected set into the current mesh.
nav_no_jumpToggles the ‘dont jump in this area’ flag used by the AI system.
nav_obstacle_allow_delete0Yes
nav_obstruction_draw0Yes
nav_path_debug_compute_with_open_goal0Yes
nav_path_debug_jump_segments0Yes
nav_path_draw_areas0Yes
nav_path_draw_climb_segments1Yes
nav_path_draw_connected_areas0Yes
nav_path_draw_ground_segments1Yes
nav_path_draw_inc100Yes
nav_path_draw_jump_segments1Yes
nav_path_draw_ladder_segments1Yes
nav_path_fixup_climb_up_segments0Yes
nav_path_fixup_gap_segments0Yes
nav_path_fixup_portal_violation_segments0Yes
nav_path_optimizer_debug0Yes
nav_path_segment_influence_radius100Yes
nav_pathfind_debug0Yes
nav_pathfind_debug_draw_costs0Yes
nav_pathfind_debug_draw_total_costs0Yes
nav_pathfind_debug_errors0Yes
nav_pathfind_inadmissable_heuristic_factor1Yes
nav_pathfind_repath_tolerance_growth_rate0Yes
nav_pathfind_repath_tolerance_max400Yes
nav_pathfind_repath_tolerance_min1Yes
nav_pathfind_use_area_center0Yes
nav_potentially_visible_dot_tolerance0Yes
nav_preciseToggles the ‘dont avoid obstacles’ flag used by the AI system.
nav_quicksave1YesSet to one to skip the time consuming phases of the analysis. Useful for data collection and testing.
nav_raise_drag_volume_maxRaise the top of the drag select volume.
nav_raise_drag_volume_minRaise the bottom of the drag select volume.
nav_recall_selected_setRe-selects the stored selected set.
nav_remove_from_selected_setRemove current area from the selected set.
nav_saveSaves the current Navigation Mesh to disk.
nav_save_history10Keep this many backup copies of nav files.
nav_save_selectedWrites the selected set to disk for merging into another mesh via nav_merge_mesh.
nav_select_blocked_areasAdds all blocked areas to the selected set
nav_select_half_spaceSelects any areas that intersect the given half-space.
nav_select_obstructed_areasAdds all obstructed areas to the selected set
nav_select_radiusAdds all areas in a radius to the selection set
nav_select_stairsAdds all stairway areas to the selected set
nav_select_with_attributeSelects areas with the given attribute.
nav_set_place_modeSets the .or into or out of Place mode. Place mode allows labelling of Area with Place names.
nav_shiftShifts the selected areas by the specified amount
nav_show_area_info10YesDuration in seconds to show nav area ID and attributes while .ing. (-1 = never hide)
nav_show_clearance0YesShow the clearance for each area.
nav_show_compass0Yes
nav_show_connectionblockers0YesDebug: Show connection blocker models.
nav_show_light_intensity0Yes
nav_show_node_grid0Yes
nav_show_node_id0Yes
nav_show_nodes0Yes
nav_show_player_counts0YesShow current player counts in each area.
nav_show_potentially_visible0YesShow areas that are potentially visible from the current nav area
nav_simplify_selectedChops all selected areas into their component 1×1 areas and re-merges them together into larger areas
nav_slope_limit0YesThe ground unit normal’s Z component must be greater than this for nav areas to be generated.
nav_slope_tolerance0YesThe ground unit normal’s Z component must be this close to the nav area’s Z component to be generated.
nav_snap_to_grid0YesSnap to the nav generation grid when creating new nav areas
nav_solid_props0YesMake props solid to nav generation/.ing
nav_spliceTo splice, mark an area, highlight a second area, then invoke the splice command to create a new, connected area between them.
nav_splitTo split an Area into two, align the split line using your cursor and invoke the split command.
nav_split_aaTo split an area into two, align the split line using your cursor and invoke the split command.
nav_split_place_on_ground0YesIf true, nav areas will be placed flush with the ground when split.
nav_split_show_aa0YesShow the axis-aligned split line in addition to free angle split line
nav_store_selected_setStores the current selected set for later retrieval.
nav_stripStrips all Hiding Spots, Approach Points, and Encounter Spots from the current Area.
nav_subdivideSubdivides all selected areas.
nav_switchSwitches to navmesh for the specified spawngroup
nav_test_node0Yes
nav_test_node_crouch0Yes
nav_test_node_crouch_dir4Yes
nav_test_test_ray_to_meshTest CNavMesh::TestRayToMesh(). Args: nNumrays, flRayLength, flRadialOffset
nav_toggle_deselectingStart or stop continuously removing from the selected set.
nav_toggle_in_selected_setRemove current area from the selected set.
nav_toggle_place_modeToggle the .or into and out of Place mode. Place mode allows labelling of Area with Place names.
nav_toggle_selected_setToggles all areas into/out of the selected set.
nav_toggle_selectingStart or stop continuously adding to the selected set.
nav_try_load_nav20Try loading the new nav mesh file (.nav2_legacy), which is the new nav mesh system saved to the legacy nav file format.
nav_unmarkClears the marked Area or Ladder.
nav_use_placeIf used without arguments, all available Places will be listed. If a Place argument is given, the current Place is set.
nav_volume_debug0YesDraw or print debug information about nav volume queries.
nav_warp_to_markWarps the player to the marked area.
nav_world_centerCenters the nav mesh in the world
nb_allow_avoiding1Yes
nb_allow_climbing1Yes
nb_allow_gap_jumping1Yes
nb_blind0YesDisable vision
nb_commandSends a command string to all bots
nb_debugDebug NextBots. Categories are: BEHAVIOR, LOOK_AT, PATH, ANIMATION, LOCOMOTION, VISION, HEARING, EVENTS, ERRORS.
nb_debug_climbing0Yes
nb_debug_filterAdd items to the NextBot debug filter. Items can be entindexes or part of the identifier of one or more bots.
nb_debug_history0If true, each bot keeps a history of debug output in memory
nb_debug_known_entities0YesShow the ‘known entities’ for the bot that is the current spectator target
nb_delete_allDelete all non-player NextBot entities. Equivalent to script ‘NextBotManager.DeleteAll(…)’
nb_dump_debug_historyDumps debug history for the bot under the cursor to the blackbox
nb_force_look_atForce selected bot to look at the local player’s position
nb_freeze0YesStop all NextBots from moving only
nb_head_aim_resettle_angle100YesAfter rotating through this angle, the bot pauses to ‘recenter’ its virtual mouse on its virtual mousepad
nb_head_aim_resettle_time0YesHow long the bot pauses to ‘recenter’ its virtual mouse on its virtual mousepad
nb_head_aim_settle_duration0Yes
nb_head_aim_steady_max_rate100Yes
nb_ladder_align_range50Yes
nb_locomotion_acceleration_max500Yes
nb_locomotion_debug_climb0Yes
nb_locomotion_friction_forward0Yes
nb_locomotion_friction_sideways3Yes
nb_locomotion_gravity1000Yes
nb_locomotion_lean_forward_accel100Yes
nb_locomotion_lean_sideways_max_angle30Yes
nb_locomotion_lean_sideways_rate3Yes
nb_locomotion_yaw_rate_max250Yes
nb_lod_0_limit12Yes
nb_lod_0_range1500Yes
nb_lod_1_limit25Yes
nb_lod_1_range2500Yes
nb_lod_debug0Yes
nb_lod_stats0Yes
nb_move_to_cursorTell all NextBots to move to the cursor position
nb_player_crouch0YesForce bots to crouch
nb_player_move1YesPrevents bots from moving
nb_player_move_direct0
nb_player_stop0YesStop all NextBotPlayers from updating
nb_player_walk0YesForce bots to walk
nb_saccade_speed1000Yes
nb_selectSelect the bot you are aiming at for further debug operations.
nb_shadow_blobby_dist400
nb_shadow_cull_dist1600
nb_speed_look_ahead_range150Yes
nb_stop0YesStop all NextBots
nb_update_debug0Yes
nb_update_framelimit15Yes
nb_update_frequency0Yes
nb_update_maxslide2Yes
nb_warp_selected_hereTeleport the selected bot to your cursor position
net_channelsShows net channel info
net_compressvoice0Attempt to compress out of band voice payloads (360 only).
net_debug_to_file0
net_droppackets0YesDrops next n packets on client
net_fakejitter0YesJitter fakelag packet time
net_fakelag0YesLag all incoming network data (including loopback) by this many milliseconds.
net_fakeloss0YesSimulate packet loss as a percentage (negative means drop 1/n packets)
net_force_steamdatagramfalse
net_listallmessagesList all registered net messages
net_max_foreign_packets1000Maximum amount of foreign packets (no established connection) allowed per frame before we discard
net_max_network_processing_frame_time_ms20Maximum amount of time in ms to spend processing the network socket during a frame
net_maxcleartime4Max # of seconds we can wait for next packets to be sent based on rate setting (0 == no limit).
net_maxfilesize16Maximum allowed file size for uploading in MB
net_maxroutable1200Requested max packet size before packets are ‘split’.
net_messageinfoDisplay info about a message (by classname or id)
net_p2pconnection_linger_time120How long p2p connection requests should linger before we completely ignore them
net_port_try150If unable to bind to initial port, how many more to try binding.
net_public_adr0For servers behind NAT/DHCP meant to be exposed to the public internet, this is the public facing ip address string: (‘x.x.x.x’ )
net_qospacketloss_percentage_threshold5Spew a warning if packet loss percentage is above this threshold
net_queue_trace0
net_queued_packet_thread1Use a high priority thread to send queued packets out instead of sending them each frame.
net_restrict_showmsg_socket0If set, only net_showmsg spew for data inbound on this socket name e.g. client, server, etc.
net_serializedentitymemorySpew CSerializedEntity memory
net_showeventlisteners0Show listening addition/removals
net_showevents0Dump game events to console (1=client only, 2=all).
net_showfragments0Show netchannel fragments
net_showmsg01|2|name> where 1 == all and 2 == all except net_NOP
net_showoob0Show connectionless UDP traffic.
net_showpeaks0Show messages for large packets only: <size>
net_showreliable0Like net_showmsg, but only spew reliable messages
net_showsplits0Show info about packet splits
net_showudp0Dump UDP packets summary to console
net_showudp_remoteonly0Dump non-loopback udp only
net_showusercmd0Show user command encoding
net_spewcountsSpew serializer counts
net_splitpacket_minimum_ack_rtt_msecs2000After sending last chunk of split packet payload, wait at least this many msecs after last activity before giving up
net_splitpacket_require_acks_threshold8If a splitpacket has more than this many fragments, use the reliable/ack based protocol
net_splitpacket_resend_time_msecs100Wait this many msecs before checking whether to send resend requests.
net_splitpacket_success_ack_count3If we get a completed splitpacket requesting acks, send the final ‘success’ ack this many times
net_splitrate1Number of fragments for a splitpacket that can be sent per frame
net_splitspacket_warning_threshold12If a splitpacket has more than this many fragments, print a warning to console
net_statusShows current network status
net_threaded_report_flood_psec10Report if we are receiving more than this many packets per second in thousands.
net_threaded_report_flood_url0POST to the specified URL with a packet flood is detected
net_threaded_report_flood_url_min_interval15Don’t poke net_flood_report_url more often than once per N seconds
net_threaded_socket_burst_cap256Max number of packets per burst beyond which threaded socket pump algorithm will start dropping packets.
net_threaded_socket_recovery_rate6400Number of packets per second that threaded socket pump algorithm allows from client.
net_threaded_socket_recovery_time60Number of seconds over which the threaded socket pump algorithm will fully recover client ratelimit.
net_usesocketsforloopback1Use network sockets layer even for listen server local player’s packets (multiplayer only).
net_validatemessagesActivates/deactivates net message validation
next_weapon_timer1
nextdemoPlay next demo in sequence.
nextlevel0If set to a valid map name, will change to this map during the next changelevel
nian_fight_duration1500Yes
nian_ingot_conversion40Yes
noclipToggle. Player becomes non-solid and flies. Optional argument of 0 or 1 to force enable/disable
noclip_fixup1Yes
notargetToggle. Player becomes hidden to NPCs.
npc_bipassDisplays the local movement attempts by the given NPC(s) (triangulation detours). Failed bypass routes are displayed in red, successful bypasses are shown in green. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at.
npc_combatDisplays text debugging information about the squad and enemy of the selected NPC (See Overlay Text) Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at
npc_conditionsDisplays all the current AI conditions that an NPC has in the overlay text. Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at
npc_destroyRemoves the given NPC(s) from the universe Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looking at
npc_enemiesShows memory of NPC. Draws an X on top of each memory. Eluded entities drawn in blue (don’t know where it went) Unreachable entities drawn in green (can’t get to it) Current enemy drawn in red Current target entity drawn in magenta All other entities drawn in pink Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at
npc_focusDisplays red line to NPC’s enemy (if has one) and blue line to NPC’s target entity (if has one) Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at
npc_height_adjust1Enable test mode for ik height adjustment
npc_killKills the given NPC(s) Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looking at
npc_nearestDraw’s a while box around the NPC(s) nearest node Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
npc_relationshipsDisplays the relationships between this NPC and all others. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
npc_routeDisplays the current route of the given NPC as a line on the screen. Waypoints along the route are drawn as small cyan rectangles. Line is color coded in the following manner: Blue – path to a node Cyan – detour around an object (triangulation) Red – jump Maroon – path to final target position Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looking at
npc_selectSelect or deselects the given NPC(s) for later manipulation. Selected NPC’s are shown surrounded by a red translucent box Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
npc_squadsObsolete. Replaced by npc_combat
npc_steeringDisplays the steering obstructions of the NPC (used to perform local avoidance) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
npc_task_textOutputs text debugging information to the console about the all the tasks + break conditions of the selected NPC current schedule Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at
npc_tasksDisplays detailed text debugging information about the all the tasks of the selected NPC current schedule (See Overlay Text) Arguments: {npc_name} / {npc class_name} / no argument picks what player is looking at
npc_viewconeDisplays the viewcone of the NPC (where they are currently looking and what the extents of there vision is) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
npc_vphysics0

O[.]

CommandDefault ValueCheat?Help Text
old_radiusdamage0
onstage_side_hero_test
openshop_categoryopens shop from clicks on the world shop model, specific tab request
overview_alpha1Overview map translucency.
overview_draw_map1
overview_health1Show player’s health in map overview.
overview_locked1Locks map angle, doesn’t follow view angle.
overview_mode1|2>
overview_names1Show player’s names in map overview.
overview_tracks1Show player’s tracks in map overview.
overview_zoomSets overview map zoom: <zoom> [] [rel]

P[.]

CommandDefault ValueCheat?Help Text
p2p_listpeersList currently known peers.
p2p_lockdown_dota_lobby_trust_everyone_in_assembled_lobbies-1Allow direct peer to peer connectivity with anyone in an assembled lobby. [0 = force off, 1 = force on, -1 = Engine Controlled]
p2p_lockdown_dota_lobby_trust_everyone_in_matchmade_lobbies-1Allow direct peer to peer connectivity with anyone in a matchmade lobby. [0 = force off, 1 = force on, -1 = Engine Controlled]
p2p_lockdown_dota_lobby_trust_friends-1Allow direct peer to peer connectivity with steam friends in any lobby. [0 = force off, 1 = force on, -1 = Engine Controlled]
p2p_lockdown_dota_lobby_trust_lobby_leader_in_assembled_lobbies-1Allow direct peer to peer connectivity with lobby leaders while in an assembled lobby. And everyone in an assembled lobby if you’re the leader. [0 = force off, 1 = force on, -1 = Engine Controlled]
p2p_lockdown_dota_party_trust_everyone-1Allow direct peer to peer connectivity with anyone in your party. [0 = force off, 1 = force on, -1 = Engine Controlled]
p2p_lockdown_dota_party_trust_friends-1Allow direct peer to peer connectivity with your friends in a party. [0 = force off, 1 = force on, -1 = Engine Controlled]
p2p_lockdown_dota_party_trust_party_leader-1Allow direct peer to peer connectivity with the party leader. [0 = force off, 1 = force on, -1 = Engine Controlled]
p2p_lockdown_game_server_trust_everyone-1Allow direct peer to peer connectivity with any players on the same game server. [0 = force off, 1 = force on, -1 = Engine Controlled]
p2p_lockdown_game_server_trust_friends-1Allow direct peer to peer connectivity with any steam friends on the same game server. [0 = force off, 1 = force on, -1 = Engine Controlled]
p2p_lockdown_game_server_trust_listenserver_host-1Allow direct peer to peer connectivity with the player running a listenserver you’re connected to. And everyone connected to a listenserver you’re running yourself. [0 = force off, 1 = force on, -1 = Engine Controlled]
p2p_lockdown_global_trust_everyone-1Global level peer to peer control to trust everyone. Still requires a peer group handler to trust the user as well. [0 = force off, 1 = force on, -1 = Engine Controlled]
p2p_lockdown_global_trust_friends-1Global level peer to peer control to trust steam friends. Still requires a peer group handler to trust the user as well. [0 = force off, 1 = force on, -1 = Engine Controlled]
p2p_pingPing a peer.
p2p_relay_maxhops4
panel_test_title_safe0YesTest vgui panel positioning with title safe indentation
panorama_spew_texture_infoSpew Texture info.
particle_test_attach_attachment0YesAttachment index for attachment mode
particle_test_attach_mode0YesPossible Values: ‘start_at_attachment’, ‘follow_attachment’, ‘start_at_origin’, ‘follow_origin’
particle_test_file0YesName of the particle system to dynamically spawn
particle_test_startDispatches the test particle system with the parameters specified in particle_test_file, particle_test_attach_mode and particle_test_attach_param on the entity the player is looking at. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
particle_test_stopStops all particle systems on the selected entities. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
password-2147483648Current server access password
pathShow the filesystem path.
pauseToggle the server pause state.
pdump_colextrawidth50
pdump_rowextraoffset-4
perfuiShow/hide the level performance tools UI.
perfvisualbenchmark
perfvisualbenchmark_abort
phonemedelay0Phoneme delay to account for sound system latency.
phonemefilter0Time duration of box filter to pass over phonemes.
phonemesnap2Lod at level at which visemes stops always considering two phonemes, regardless of duration.
phys2_contact_debug_draw_size2
phys2_debug_broadphase0
phys_active1
phys_build_bounds0
phys_build_mass0
phys_callbacks1
phys_continuous1
phys_continuous_kinematic_update0
phys_create_agg_iters0
phys_debug_callback_entities0Print all entities that get touch callbacks. Each entity is printed only once.
phys_drag_multiplier1Multiply air drag
phys_dump_intersection_controllerDump intersection controller status
phys_dynamic_scaling1Yes
phys_hack_npc_shadow_collisions1
phys_impactforcescale1
phys_joint_hint-1Yes-1: don’t override; 0=RAGDOLL,1=SWINGTWIST,2=SWINGTWIST_SYM,3=MIXED,4=ORTHOTWIST,5=HEAPTWIST,6=CHEAPTWIST2
phys_listList all physics component contents of every entity in the game; -allents: include non-physical entities -classes: print class names -sdk  : Rubikon build -world  : current state of the world -world -touch: list body pairs (bodies in contact) -world -save <name>: save world to a file -world -mem: memory dump -world -snapshots: Start/Stop dumping snapshots of the world into the current directory -world -profiletraces: ProfileRecordedTraces -world -agg: current aggregate data registry (loaded resources)
phys_log_updaters0
phys_log_updaters_exclude0
phys_log_updaters_include0
phys_optimize0
phys_pushscale1
phys_ragdoll_force_magnitude0
phys_record_forces0Yesnumber of forces to record – for debugging only
phys_record_traces0Yesnumber of traces to record results of – for debugging only
phys_reload_immediately0Set to 1 to reload resources and reconstruct physics of entities on the fly. May unexpectedly change behavior or crash the game, because game code is generally unaware of underlying resource reloads and may hold references to physics that may become invalid during resource reload. It is inherently harder for physics to deal with resource reloads because of persistent nature of objects being simulated (textures can be easily reloaded on the fly; if an entity holds a handle to a ragdoll body part, it may expect that handle to stay valid while the ragdoll exists)
phys_shootShoots a phys object.
phys_shoot_speed250
phys_shoot_torque100000000
phys_sleep_enable1YesEnable sleeping for dynamic physics bodies.
phys_stepmotor_damping0
phys_stop_at_collision0
phys_stressbodyweights5
phys_timescale1Scale time for physics
phys_traceline_radius0
phys_tracker0
phys_upimpactforcescale0
phys_validate0
phys_visualize_traces0Yes
physics_debug_entityDumps debug info for an entity
physics_highlight_activeTurns on the absbox for all active physics objects. 0 : un-highlight.
physics_report_activeLists all active physics objects -more : extra info
physicsshadowupdate_render0
pickup_check_period0
pitchyaw_customaccelfalse
pitchyaw_customaccel_exponent1.000000
pitchyaw_customaccel_max0.000000
pitchyaw_customaccel_scale0.040000
pixelvis_debugDump debug info
playPlay a sound.
playdemoPlay a recorded demo file (.dem ).
playdemo_scriptedPlay a demo with an associated markup script.
player0_using_joystick0
player_debug_off_nav0Yes
player_debug_print_damage0YesWhen true, print amount and type of all damage received by player to console.
player_incap_use_radius96Yes
player_old_armor0
player_use_radius80Yes
playsoundplaysound <soundname>
playsoundscapeForces a soundscape to play
playvideoPlays a video: <filename> [width height]
playvideo_exitcommandPlays a video and fires and exit command when it is stopped or finishes: <filename> <exit command>
playvideo_exitcommand_nointerruptPlays a video (without interruption) and fires and exit command when it is stopped or finishes: <filename> <exit command>
playvideo_nointerruptPlays a video without ability to skip: <filename> [width height]
playvolPlay a sound at a specified volume.
pods_force_refreshForce a refresh on the models drawn in the pods
population_distribution_debug0
portrait_red200
practice_password0Password used to filter private practice lobbies.
prediction_result_animate_time3
prediction_result_intro_time1
print_occlusion_depth0Yes
progress_enable
projection_reload_ability_dataReload ability_projection.txt
prop_active_gib_limit999999
prop_active_gib_max_fade_time999999
prop_debugToggle prop debug mode. If on, props will show colorcoded bounding boxes. Red means ignore all damage. White means respond physically to damage but never break. Green maps health in the range of 100 down to 1.
prop_dynamic_createCreates a dynamic prop with a specific .vmdl aimed away from where the player is looking. Arguments: {.vmdl name}
prop_physics_createCreates a physics prop with a specific .vmdl aimed away from where the player is looking. Arguments: {.vmdl name}
property_.or_use_overlay1
props_break_max_pieces-1Maximum prop breakable piece count (-1 = model default)
props_break_max_pieces_perframe-1Maximum prop breakable piece count per frame (-1 = model default)
prt_multibounce1YesEnable many bounces of dynamic indirect light.
prt_parallelmethod1YesFor A/B testing of prt parallel processing
purchase_in_html0
pvs_debugentity-1Verbose spew for this entity when doing IsInPVS computation.
pvs_flowtype0Flow through spawn groups for vis (0 == default, 1 == always visible, 2 == never visible.
pwatchent-1YesEntity to watch for prediction system changes.
pwatchvar0YesEntity variable to watch in prediction system for changes.

Q[.]

CommandDefault ValueCheat?Help Text
+query
-query
quitQuit the game

R[.]

CommandDefault ValueCheat?Help Text
r_AirboatViewDampenDamp1Yes
r_AirboatViewDampenFreq7Yes
r_AirboatViewZHeight0Yes
r_allow_all_objects_to_refract0Yes
r_allow_refracted_particles1Yes
r_always_render_all_windows0Always force all engine & tools to render
r_aspectratio0
r_cacheSequenceData1
r_cameraposPrints out the current camera position + orientation to the console
r_cleardecalsClears all decals
r_cubemap_takesnapshotTake a cube map snapshot at the current camera location
r_dashboard_render_quality1
r_debugcheapwater0Yes
r_decals2048
r_deferred_additive_pass1
r_deferred_cubemap_diffuse0
r_deferred_debugvis0
r_deferred_height_fog1
r_deferred_simple_light10=off, 1=on, 2=debug visualization
r_deferred_specular1
r_deferred_specular_bloom1
r_depthoverlay0YesReplaces opaque objects with their grayscaled depth values. r_showz_power scales the output.
r_directlighting1YesSet to use direct lighting
r_dopixelvisibility1Yes
r_dota_always_reflect_refract0Yes1 = force setup of refrect / refact pipelines even when using cheap water
r_dota_clouds1Yes
r_dota_color_correction1
r_dota_debug_reflection_rects0Yes
r_dota_depthbias0Yes
r_dota_draw_overlays1Yes
r_dota_draw_water1Yes
r_dota_draw_world_texture_blend2Yes
r_dota_enabled_3d_skybox_postprocess1
r_dota_fxaa1
r_dota_lowend_objects1Yes0 = Force disable, 1 = use video settings, 2 = force enable
r_dota_multiview0
r_dota_multiview_split0
r_dota_multiview_split_aspect0
r_dota_multiview_split_fov45
r_dota_normal_maps1
r_dota_reflection1Yes
r_dota_reflection_min_far_plane5000Yes
r_dota_refract_heroes0
r_dota_refraction1Yes
r_dota_render_3d_skybox1
r_dota_shadows1Yes
r_dota_shadows_debug0Yes
r_dota_slopescaledepthbias4Yes
r_dota_tools_full_renderer0Yes
r_dota_ultra_slopescaledepthbias4Yes
r_dota_unseen_fow1Yes
r_dota_white_skybox0Yes
r_DotaSpecificCullingToggleToggle Dota specific culling
r_draw3dskybox1
r_draw_animatables1Yes
r_draw_first_tri_only0Yes
r_draw_instances1Yes
r_draw_particle_children_with_parents0YesDraw particle children with parents
r_drawdecals1YesSet to render decals
r_drawdevvisualizers0YesRender dev visualizers
r_drawflecks1
r_drawgameui1YesEnable the rendering of gameui
r_drawmodeldecals1
r_drawpanorama1YesEnable the rendering of panorama UI
r_drawparticles1YesEnable/disable particle rendering
r_DrawPortals0Yes
r_DrawRain1YesEnable/disable rain rendering.
r_drawrenderboxes0Yes
r_drawropes1Yes
r_drawscaleform1YesEnable the rendering of scaleform UI
r_drawskybox1YesRender the 2d skybox.
r_drawsprites1Yes
r_drawtracers1Yes
r_drawtracers_firstperson1
r_drawvgui1YesEnable the rendering of vgui panels
r_drawviewmodel1YesRender view model
r_drawworld1YesRender the world.
r_entposMoves the camera position + orientation to the named entity
r_expensive_draws_last1
r_experimental_lag_limiter0
r_extra_render_frames0Yes
r_eyewaterepsilon7Yes
r_fade360style1
r_fallback_texture_lod_scale2YesScale factor for requested texture size (texture streaming) – used for geo that doesn’t have a precomputed UV density measure
r_farplane6000YesSet far plane for rendering
r_farz-1YesOverride the far clipping plane. -1 means to use the value in env_fog_controller.
r_flashlight_topdown0
r_flashlightambient0Yes
r_flashlightbacktraceoffset0Yes
r_flashlightbrightness1Yes
r_flashlightconstant0Yes
r_flashlightfar1500Yes
r_flashlightfov53Yes
r_flashlightladderdist40Yes
r_flashlightlinear100Yes
r_flashlightlockposition0Yes
r_flashlightmuzzleflashfov120Yes
r_flashlightnear4Yes
r_flashlightnearoffsetscale1Yes
r_flashlightoffsetforward0Yes
r_flashlightoffsetright5Yes
r_flashlightoffsetup-5Yes
r_flashlightquadratic0Yes
r_flashlightshadowatten0Yes
r_flashlighttracedistcutoff128Yes
r_flashlighttracedistwatercutoff80Yes
r_flashlightvisualizetrace0Yes
r_force_engine_render_frameForce a single render of the engine viewport.
r_force_zprepass-1Yes0: Force z prepass off. 1: Force on. -1: Don’t force
r_ForceWaterLeaf1Enable for optimization to water – considers view in leaf under water for purposes of culling
r_frame_sync_enable1
r_freeze_sceneobjects0
r_freezeparticles0YesPause particle simulation
r_fullscreen_gamma2Screen Gamma (only in fullscreen modes)
r_gpu_driver_high655378
r_gpu_driver_low858440
r_gpu_mem_statsDisplay GPU memory usage.
r_hdr_bloom1
r_hero_debug_render_mode0YesHero Debug Rendering: 0-off, 2-Grayscale full specular without normal maps, 3-Grayscale full specular with normal maps, 4-Grayscale with normal maps, 5-Desaturated, 6-Wireframe, 7-Shaded wireframe, 8-Wireframe overlay
r_impacts_alt_orientation1
r_incrementlodscaleModifies the LOD scale
r_indirect_specular_force_scale-1Yes
r_indirectlighting1YesSet to use indirect lighting
r_JeepFOV90Yes
r_JeepViewBlendTo1Yes
r_JeepViewBlendToScale0Yes
r_JeepViewBlendToTime1Yes
r_JeepViewDampenDamp1Yes
r_JeepViewDampenFreq7Yes
r_JeepViewZHeight10Yes
r_jiggle_bones1
r_lightBinnerFarPlane4096Yes
r_lightingonly0YesSet to render lighting only
r_mapextents16384YesSet the max dimension for the map. This determines the far clipping plane
r_morphing_enabled1Yes
r_multigpu_num_gpus_found1
r_multigpu_num_gpus_used1
r_nearz-1YesOverride the near clipping plane. -1 means use the default.
r_occluder_overlay0YesShow the occluder depth buffer mip level. 0=off, 1=1st mip, 2=2nd mip, etc…
r_occlusion_culling1YesEnable or disable occlusion culling
r_overlap_scaleform0
r_paint_post0
r_particle_debug_force_simulation0-1 for all asleep, 1 for all awake
r_particle_render_test0render particles 100 times and show perf
r_particle_timescale1
r_PhysPropStaticLighting1
r_pipeline_stats_command_flush0Experimental: Set to 1 to enable full GPU pipeline flushing after each command list.
r_pipeline_stats_flush_before_sleeping0Experimental: Set to 1 to enable GPU pipeline flushes right before the render thread sleeps to wait for more work.
r_pipeline_stats_present_flush0Experimental: Set to 1 to enable full GPU pipeline flushing after each present.
r_pipeline_stats_use_flush_api1Experimental: Set to 1 to use the ID3D11DeviceContext11::Flush() to flush the GPU pipeline instead of queries.
r_pixelvisibility_partial1Yes
r_pixelvisibility_spew0Yes
r_post_bloom0
r_post_bloom_kawase_steps4
r_post_colorcorrection0
r_post_film_grain0
r_post_fxaa0
r_post_vignette0
r_print_texture_statsTexture stats
r_printdecalinfoPrints info about decals currently in the scene
r_propsmaxdist1200Maximum visible distance
r_RainAllowInSplitScreen0Allows rain in splitscreen
r_rainalpha0Yes
r_rainalphapow0Yes
r_RainCheck0YesEnable/disable IsInAir() check for rain drops?
r_RainDebugDuration0YesShows rain tracelines for this many seconds (0 disables)
r_raindensity0Yes
r_RainHack0Yes
r_rainlength0Yes
r_RainParticleDensity1Density of Particle Rain 0-1
r_RainProfile0YesEnable/disable rain profiling.
r_RainRadius1500Yes
r_RainSideVel130YesHow much sideways velocity rain gets.
r_RainSimulate1YesEnable/disable rain simulation.
r_rainspeed600Yes
r_RainSplashPercentage20Yes
r_rainwidth0Yes
r_render_coordination_statePrints out the current render coordination state.
r_render_world_node_bounds0YesRender world node bounds
r_rendersun1YesRender sun lighting
r_ropetranslucent1
r_screen_size_expansion0
r_screenoverlayDraw specified material as an overlay
r_setposMoves the camera position + orientation to the specified position
r_shadows1Yes
r_show_occluders0YesShow occluder
r_show_skymap0YesDraw the sky map
r_show_ssao0YesDraw the SSAO occlusion buffer
r_show_zprepass_depth0YesDraw the depth from the depth pre-pass
r_show_zprepass_normals0YesDraw the normals from the depth pre-pass
r_showdebugoverlays0YesSet to render debug overlays
r_showdebugrendertarget0YesSet the debug render target to show, 0 == disable
r_showsceneobjectbounds0YesShow scenesystem object bounding boxes
r_showsunshadowdebugrendertargets0YesSet to render sun shadow render targets
r_showsunshadowdebugsplitvis0YesSet to render sun shadow split visibility debugger
r_size_cull_threshold0.400000
r_size_cull_threshold_shadow2YesThreshold of sun shadow map size percentage below which objects get culled
r_skinning_enabled1Yes
r_skip_particle_light_bounds_in_forward1
r_skip_precache_validation_check0
r_skipForwardOnlyObjects00 – render forward only objects in the forward layers. 1 – do not render forward only objects.
r_SnowColorBlue200YesSnow.
r_SnowColorGreen175YesSnow.
r_SnowColorRed150YesSnow.
r_SnowDebugBox0YesSnow Debug Boxes.
r_SnowEnable1YesSnow Enable
r_SnowEndAlpha255YesSnow.
r_SnowEndSize0YesSnow.
r_SnowFallSpeed1YesSnow fall speed scale.
r_SnowInsideRadius256YesSnow.
r_SnowOutsideRadius1024YesSnow.
r_SnowParticles500YesSnow.
r_SnowPosScale1YesSnow.
r_SnowRayEnable1YesSnow.
r_SnowRayLength8192YesSnow.
r_SnowRayRadius256YesSnow.
r_SnowSpeedScale1YesSnow.
r_SnowStartAlpha25YesSnow.
r_SnowStartSize1YesSnow.
r_SnowWindScale0YesSnow.
r_SnowZoomOffset384YesSnow.
r_SnowZoomRadius512YesSnow.
r_ssao1Set to use screen-space ambient occlusion
r_ssao_bias0
r_ssao_blur1
r_ssao_radius30
r_ssao_strength1
r_ssaoAffectsIndirectOnly00 – SSAO affects all surfaces equally. 1 – SSAO Affects indirectly only (No SSAO on directly lit surfaces).
r_ssaoLowRes11 – Use quarter res gbuffers for SSAO calculation. 0 – Use full res gbuffers for SSAO calculations.
r_ssr0Enable or disable screenspace reflections
r_staticpropinfo0
r_stereo_convergence0Sets the focal plane that is aligned with the monitor’s surface
r_stereo_eye_separation5Wider eye separation results in greater depth perception
r_stereo_mode_anaglyph0Requires -stereo on the command line
r_stereo_mode_crossed0Requires -stereo on the command line
r_stereo_mode_parallel0Requires -stereo on the command line
r_strip_invisible_during_sceneobject_update0
r_swingflashlight1Yes
r_test_econ_item_isolate_view0
r_texture_eager_eviction0
r_texture_lod_scale1YesScale factor for requested texture size (texture streaming)
r_texture_pool_size3220Total size of the texture pool in MB
r_texture_stream_debug_spew0
r_texture_stream_mip_bias0Biases the mip level the texture streaming system chooses to stream for each texture.
r_texture_stream_throttle_amount10
r_texture_stream_throttle_count10
r_texturefilteringquality30: Bilinear, 1: Trilinear, 2: Aniso 2x, 3: Aniso 4x, 4: Aniso 8x, 5: Aniso 16x
r_textures_evict_allEvict all resident texture.
r_threaded_particles1
r_threaded_scene_object_mincost10
r_threaded_scene_object_update1
r_timestamp_query_multiplier1Set the TIMESTAMP query cycle multiplier, for drivers that lie
r_toggleviewportsizeToggles viewport size between small + full window.
r_translucent1YesEnable rendering of translucent geometry
r_transmissive_lighting1
r_updaterefracttexture1Yes
r_vconsole_foregroundforcerender1When VConsole is in the foreground, force all engine & tools to render
r_vehicleBrakeRate1Yes
r_VehicleViewClamp1Yes
r_VehicleViewDampen1Yes
r_viewportSlams viewport size to a specified value.
r_vignette1
r_visualizeproplightcaching0
r_wait_on_present0
r_WaterDrawReflection1Enable water reflection
r_WaterDrawRefraction1Enable water refraction
r_waterforcereflectentities0
r_wireframe0Yes0=Off, 1=Surface Wireframe, 2=Transparent Wireframe
r_worldlod1YesSet to enable world LOD
r_zprepass_normals0Yes0: Use normals reconstructed from depth. 1: Output correct normals in z prepass.
ragdoll_impact_strength500
ragdoll_sleepaftertime5After this many seconds of being basically stationary, the ragdoll will go to sleep.
rangefinderMeasures distance along a ray
rate80000Max bytes/sec the host can receive data
ray_benchLoad the rays and run the benchmark
rcon_address0Address of remote server if sending unconnected rcon commands (format x.x.x.x:p)
rcon_password0remote console password.
recast_agent_radius_scale1YesScale to apply to the agent radius
recast_mark_overhang1YesEnable/disable overhang detection
recast_partitioning0Yes0 = watershed, 1 = monotone, 2 = layers
recordRecord a demo.
-reload
+reload
removeidRemove a user ID from the ban list.
removeipRemove an IP address from the ban list.
report_cliententitysim0YesList all clientside simulations and time – will report and turn itself off.
report_clientthinklist0YesList all clientside entities thinking and time – will report and turn itself off.
report_connection_failure_percentage0
report_soundpatchreports sound patch count
reset_gameconvarsReset game convars to default values
resource_dumpDump known resources to console.
resource_leaksresource_leaks <resource_name>: Show resource leaks for the named resource
respawn_entitiesRespawn all the entities in the map.
respawn_playerRespawns the player from death!
restartPoor man’s restart: reload the current map from disk.
restart_xpfbskdg
results_row_initial_delay0
results_row_interval0
+right
-right
rope_averagelight1Makes ropes use average of cubemap lighting instead of max intensity.
rope_collide1Collide rope with the world
rope_rendersolid1
rope_shake0
rope_smooth1Do an antialiasing effect on ropes
rope_smooth_enlarge1How much to enlarge ropes in screen space for antialiasing effect
rope_smooth_maxalpha0Alpha for rope antialiasing effect
rope_smooth_maxalphawidth1
rope_smooth_minalpha0Alpha for rope antialiasing effect
rope_smooth_minwidth0When using smoothing, this is the min screenspace width it lets a rope shrink to
rope_solid_maxalpha1
rope_solid_maxwidth1
rope_solid_minalpha0
rope_solid_minwidth0
rope_subdiv2Rope subdivision amount
rope_wind_dist1000Don’t use CPU applying small wind gusts to ropes when they’re past this distance.
roquelaire_land_distance200Yes
rr_debugclassname0If set, rr_debugclassname will print only response tests where ‘classname’ corresponds to this variable. Use to filter for a specific character.
rr_debugresponseconcept0If set, rr_debugresponseconcept will print only responses testing for the specified concept
rr_debugresponses0Show verbose matching output (1 for simple, 2 for rule scoring, 3 for noisy). If set to 4, it will only show response success/failure for npc_selected NPCs.
rr_debugrule0If set to the name of the rule, that rule’s score will be shown whenever a concept is passed into the response rules system.
rr_discrepancycheck0Set 0 to disable the [RESPONSELIB] warning messages.
rr_dumpresponses0Dump all response_rules.txt and rules (requires restart)
rr_followup_maxdist1800Yes‘then ANY’ or ‘then ALL’ response followups will be dispatched only to characters within this distance.
rr_forceconceptfire a response concept directly at a given character. USAGE: rr_forceconcept <target> <concept> ‘criteria1:value1,criteria2:value2,…’ criteria values are optional.
rr_reloadresponsesystemsReload all response system scripts.
rr_remarkables_enabled0YesIf 1, polling for info_remarkables and issuances of TLK_REMARK is enabled.
rr_thenany_score_slop0YesWhen computing respondents for a ‘THEN ANY’ rule, all rule-matching scores within this much of the best score will be considered.
rs_submit_twice0

S[.]

CommandDefault ValueCheat?Help Text
save_async1
save_in_memory0Set to 1 to save to memory instead of disk (Xbox 360)
save_noxsave0
save_spew0
sayDisplay player message
say_studentDisplay player message to anyone coaching me.
say_teamDisplay player message to team
sc_allow_dynamic_constant_batching1
sc_animatable_disable_materials0Yes
sc_animatable_fastpath_always_bind_materials0Yes
sc_animatable_fastpath_enable_sort1Yes
sc_aux_cameras_enabled1
sc_aux_cameras_single_submit0
sc_batch_cb_updates_for_view0Yes
sc_check_world0Yes
sc_disable_dynamic_sky_lighting0Yes
sc_disable_procedural_layer_rendering0Yes
sc_disable_shadow_fastpath0Yes
sc_disable_shadow_materials0Yes
sc_disable_spotlight_shadows0Yes
sc_disable_world_materials0Yes
sc_disableThreading0Yes
sc_double_submit0Yes
sc_dumpworldDump a list of the objects in a sceneworld (Usage: sc_dumpworld <world_index>)
sc_dumpworld3dDump the objects in a sceneworld into a 3d geoview buffer (Usage: sc_dumpworld3d <world_index>)
sc_dynamic_job_scheduling1Yes
sc_extended_stats0Yes
sc_fast_object_reject0Yes
sc_force_camera0Yes
sc_force_lod_level-1Yes
sc_force_materials_batchable0Yes
sc_force_submit_count0
sc_ground_fog_depth0
sc_ground_fog_top0
sc_list_extradata_allocationsPrints out the overall extra data allocation counts
sc_listworldsList all the active sceneworlds
sc_lod_distance_scale_override-1Yes
sc_log_submits0YesLog out display list submits from scenesystem
sc_max_framebuffer_copies_per_layer1
sc_multithread_sorted_layers1
sc_new_morph_atlasing0
sc_only_render_opaque0Yes
sc_only_render_shadowcasters0Yes
sc_optimize_partitions_every_frame1Yes
sc_optimizepartitionsOptimize the partition assignment of objects based on the next frame’s render
sc_override_shadow_fade_max_dist-1Yes
sc_override_shadow_fade_min_dist-1Yes
sc_partitions_per_job1Yes
sc_queue_reflection_views_to_layers1
sc_reject_all_objects0Yes
sc_setclassflagsLow level command to set the flags byte associated with an object class. sc_SetClassFlags <classname> <value>
sc_setfloatattrSet a float attribute which will be visible to all rendering (Usage: sc_setfloatattr <attrname> <value>)
sc_setintattrSet an integer attribute which will be visible to all rendering (Usage: sc_setintattr <attrname> <value>)
sc_showclassesList the object class names known by scenesystem
sc_skip_identical_rt_binds0
sc_skip_traversal0Yes
sc_spew_cmt_usage0
sc_throw_away_all_layers0
scaleform_avatar_debug0Show debug text for loading Steam avatars
scaleform_spew0Allow scaleform log spew
scaleform_update1Yes0 = off, 1 = on
scene_async_prefetch_spew0Display async .ani file loading info.
scene_clientflex1Do client side flex animation.
scene_clientplayback1Play all vcds on the clients.
scene_flushFlush all .vcds from the cache and reload from disk.
scene_forcecombined0When playing back, force use of combined .wav files even in english.
scene_maxcaptionradius1200Only show closed captions if recipient is within this many units of speaking actor (0==disabled).
scene_playvcdPlay the given VCD as an instanced scripted scene.
scene_print0When playing back a scene, print timing and event info to console.
scene_showlook0When playing back, show the directions of look events.
scene_showmoveto0When moving, show the end location.
scene_showunlock0Show when a vcd is playing but normal AI is running.
scene_vcdautosave0Create a savegame before VCD playback
-score
+score
scr_centertime2
screenmessage_notifytime8How long to display screen message text
screenmessage_show-1YesEnable display of console messages on screen. 1 = Enabled, 0 = Disabled, -1 = Enabled if vgui is not present
screenshotTake a screenshot: screenshot [filename]
screenshot_prefix0Set the screenshot auto naming prefix.
screenshot_subdir0Set the screenshot directory.
script_add_debug_filterAdd a filter to the game debug overlay
script_add_watchAdd a watch to the game debug overlay
script_add_watch_patternAdd a watch to the game debug overlay
script_attach_debuggerConnect the vscript VM to the script debugger
script_attach_debugger_at_startup0
script_break_in_native_debugger_on_error0
script_clear_watchesClear all watches from the game debug overlay
script_debugToggle the in-game script debug features
script_dump_allDump the state of the VM to the console
script_findFind a key in the VM
script_helpOutput help for script functions
script_help2Output help for script functions suitable for auto-completion
script_reloadReload scripts
script_reload_codeExecute a vscript file, replacing existing functions with the functions in the run script
script_reload_entity_codeExecute all of this entity’s VScripts, replacing existing functions with the functions in the run scripts
script_remove_debug_filterRemove a filter from the game debug overlay
script_remove_watchRemove a watch from the game debug overlay
script_remove_watch_patternRemove a watch from the game debug overlay
script_resurrect_unreachableUse the garbage collector to track down reference cycles
script_trace_disableTurn off a particular trace output by file or function name
script_trace_disable_allTurn off all trace output
script_trace_disable_keyTurn off a particular trace output by table/instance
script_trace_enableTurn on a particular trace output by file or function name
script_trace_enable_allTurn on all trace output
script_trace_enable_keyTurn on a particular trace output by table/instance
scripted_demo_restartPlay a demo with an associated markup script.
sdt_server_fakeloss_recv00-100 Randomly discard N pct of packets received
sdt_server_fakeloss_send00-100 Randomly discard N pct of packets instead of sending
-secondary
+secondary
sensitivity3Mouse sensitivity.
server_game_timeGives the game time in seconds (server’s curtime)
server_gc_statusCheck status of connection to the GC
servercfgfile0
set_vgui_languageSet language vgui is using
setangYesSnap player eyes to specified pitch yaw <roll:optional>.
setang_exactYesSnap player eyes and orientation to specified pitch yaw <roll:optional>.
setinfoAdds a new user info value
setmodelChanges’s player’s model
setpauseSet the pause state of the server.
setposYesMove player to specified origin.
setpos_exactYesMove player to an exact specified origin.
setpos_playerYesMove specified player to specified origin.
sf_cardflip_time1
sf_debug_file_opens0Print file opens to DevMsg
sf_fulldeck_card_scale_max0
sf_fulldeck_card_scale_min0
sf_fulldeck_hide_unavailable1If set, hide unavailable cards instead of greying them out (dynamic mode overrides)
sf_fulldeck_intro_curve0
sf_fulldeck_intro_time0
sf_fulldeck_leftovers_position1
sf_fulldeck_legacy_columns7
sf_fulldeck_legacy_gap_x15
sf_fulldeck_legacy_gap_y50
sf_fulldeck_legacy_rows3
sf_fulldeck_raise_speed10
sf_fulldeck_x_gap_perc0
sf_fulldeck_y_gap_perc0
sf_infoShow Scaleform Info
sf_joy_translate_to_keys1If enabled, controller input is translated to regular keyboard keys
sf_loadout_hidehud0
sf_loadout_rotate_drag0
sf_loadout_rotate_frametime_multiplier8
sf_loadout_rotate_grab_scale0
sf_loadout_rotate_scale2
sf_loadout_tutorial_enable0
sf_texture_cache_printPrint scaleform texture cache info to console.
sf_texture_cache_print_summaryPrint scaleform texture cache summary to console.
sf_turntable_curve_16x100
sf_turntable_curve_16x90
sf_turntable_curve_4x30
sf_turntable_curve_5x40
sf_turntable_deal_curve_max0
sf_turntable_deal_curve_min0
sf_turntable_deal_time0
sf_turntable_edgescroll0
sf_turntable_end1
sf_turntable_gradient_curve0
sf_turntable_hasitems_allitems0
sf_turntable_indent0
sf_turntable_itemsel_xdelta0
sf_turntable_mousescroll0
sf_turntable_mousewheelscroll5
sf_turntable_moviecards_fromcenter3
sf_turntable_rotation_angle85
sf_turntable_rotation_start0
sf_turntable_scale_curve0
sf_turntable_scale_max230
sf_turntable_scale_max_ingame150
sf_turntable_scale_min80
sf_turntable_selmove_time0
sf_turntable_testmaxheroes-1
sf_turntable_tint_curve0
sf_turntable_ypos250
sf_turntable_ypos_curve0
sf_turntable_ypos_ingame145
sf_turntable_ypos_max0
shader_roughness_cone1Yes
shader_roughness_ellipse1Yes
shakeShake the screen.
shake_show0Displays a list of the active screen shakes.
shake_stopStops all active screen shakes.
shake_testpunchTest a punch-style screen shake.
shop_nav_to_searchwith the shop open, makes the search box active
shop_nav_to_tabswitch to a particular shop tab ( 0 – 12 )
shop_select_itemrowbuy ( or set quickbuy with shift held ) a particular displayed row
show_broadcastdebug show the broadcaster dialog
show_sf_shopshow scaleform shop
show_shared_unitsshow the shared unit control dialog
showbudget_texture0YesEnable the texture budget panel.
-showbudget_texture
+showbudget_texture
-showbudget_texture_global
+showbudget_texture_global
showbudget_texture_global_dumpstatsDump all items in +showbudget_texture_global in a text form
showbudget_texture_global_sum0
showconsoleShow the console.
-showfantasy
+showfantasy
+showharvest
-showharvest
showinfoShows a info panel: <type> <title> <message> [<command>]
-showitems
+showitems
showmainmenu
showpanelShows a viewport panel <name>
showparticlecounts0Display number of particles drawn per frame
+showscores
-showscores
showtriggers0YesShows trigger brushes
showtriggers_toggleDisplays the movement bounding box for the triggers in orange. Some entites will also display entity specific overlays. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
simple_bot_addAdd a simple bot.
sk_autoaim_mode1
sk_player_arm1
sk_player_chest1
sk_player_head2
sk_player_leg1
sk_player_stomach1
skel_debug0
skill1Game skill level (1-3).
slot0
slot1
slot10
slot2
slot3
slot4
slot5
slot6
slot7
slot8
slot9
smoothstairs1Smooth player eye z coordinate when traversing stairs.
snapto
snd_async_flushFlush all unlocked async audio data
snd_async_minsize262144
snd_async_showmemShow async memory stats
snd_async_showmem_musicShow async memory stats for just non-streamed music
snd_async_showmem_summaryShow brief async memory stats
snd_async_spew_blocking0Spew message to console any time async sound loading blocks on file i/o.
snd_async_stream_fail0Spew stream pool failures.
snd_async_stream_spew0Spew streaming info ( 0=Off, 1=streams, 2=buffers
snd_autodetect_latency0Enable automatic buffer latency detection (requires driver support)
snd_compare_KV_convert0
snd_compare_soundeventsCompare the compiled and loaded contents of 2 soundevents.
snd_delay_sound_shift0
snd_disable_mixer_duck0Yes
snd_disable_mixer_solo0Yes
snd_duckerattacktime0
snd_duckerreleasetime2
snd_duckerthreshold0
snd_ducktovolume1
snd_dump_filepaths
snd_envelope_rate0
snd_filter0Yes
snd_foliage_db_loss0Yesfoliage dB loss per 1200 units
snd_front_headphone_positionSpecifies the position (in degrees) of the virtual front left/right headphones.
snd_front_stereo_speaker_positionSpecifies the position (in degrees) of the virtual front left/right speakers.
snd_front_surround_speaker_positionSpecifies the position (in degrees) of the virtual front left/right speakers.
snd_gain1Yes
snd_gain_max1Yes
snd_gain_min0Yes
snd_gamevoicevolume1Game v.o. volume
snd_gamevolume1Game volume
snd_getmixerGet data related to mix group matching string
snd_headphone_pan_exponentSpecifies the exponent for the pan xfade from phone to phone if the ‘exp’ pan law is being used.
snd_headphone_pan_radial_weightApply cos(angle) * weight before pan law
snd_list0Yes
snd_list_soundeventsList all available soundevents
snd_list_soundevents_by_stackList all available soundevents using specified stack name
snd_max_same_sounds4Yes
snd_max_same_weapon_sounds3Yes
snd_mergemethod1Sound merge method (0 == sum and clip, 1 == max, 2 == avg).
snd_mix_minframetime0
snd_mixahead0
snd_mixer_master_dsp1Yes
snd_mixer_master_level1Yes
snd_moviefix1Defer sound recording until next tick when laying off movies.
snd_musicvolume0Music volume
snd_mute_losefocus1
snd_new_visualize0YesDisplays soundevent name played at its 3d position
snd_op_test_convar720Yes
snd_prefetch_common1Prefetch common sounds from directories specified in scripts/sound_prefetch.txt
snd_print_soundeventPrint the data associated with the specified soundevent.
snd_rear_headphone_positionSpecifies the position (in degrees) of the virtual rear left/right headphones.
snd_rear_stereo_speaker_positionSpecifies the position (in degrees) of the virtual rear left/right speakers.
snd_rear_surround_speaker_positionSpecifies the position (in degrees) of the virtual rear left/right speakers.
snd_refdb60YesReference dB at snd_refdist
snd_refdist36YesReference distance for snd_refdb
snd_remove_all_soundeventsRemove all soundevents
snd_remove_soundeventRemove the specified soundevent
snd_report_stop_sound0YesIf set to 1, report all sounds stopped with S_StopSound().
snd_report_verbose_error0YesIf set to 1, report more error found when playing sounds.
snd_setmixerSet named Mixgroup of current mixer to mix vol, mute, solo.
snd_setmixlayerSet named Mixgroup of named mix layer to mix vol, mute, solo.
snd_showclassname0Yes
snd_showstart0Yes
snd_sos_cl_set_param_lastTest
snd_sos_cl_set_stack_fieldTest
snd_sos_cl_soundevent_startTest
snd_sos_cl_soundevent_stop_lastTest
snd_sos_debug_trigger_opvar0
snd_sos_default_update_stack0
snd_sos_flush_operatorsFlush and re-parse the sound operator system
snd_sos_get_operator_field_infoCurrently gets info for a single operator field
snd_sos_list_operator_updates0Yes
snd_sos_opvar_debug0Yes
snd_sos_print_class_sizesPrints the sizes of relevant sos classes.
snd_sos_print_full_field_info0Yes
snd_sos_print_operator_stackPrints a master list of currently exposed variables
snd_sos_print_operatorsPrints a list of currently available operators
snd_sos_print_stack_exec_listPrints the current stack execution list
snd_sos_print_stack_listPrints a list of currently available stacks
snd_sos_resolve_execute_operatorResolve the inputs and execute one specified operator from a specified stack
snd_sos_set_operator_fieldCurrently sets a single float operator field
snd_sos_set_operator_field_by_guidCurrently sets a single float operator field
snd_sos_show_block_debug0YesSpew data about the list of block entries.
snd_sos_show_client_rcv0
snd_sos_show_client_xmit0Yes
snd_sos_show_entry_match_free0
snd_sos_show_operator_event_and_stack1Yes
snd_sos_show_operator_event_filter0Yes
snd_sos_show_operator_field_filter0Yes
snd_sos_show_operator_init0Yes
snd_sos_show_operator_not_executing1Yes
snd_sos_show_operator_operator_filter0Yes
snd_sos_show_operator_parse0Yes
snd_sos_show_operator_prestart0Yes
snd_sos_show_operator_shutdown0Yes
snd_sos_show_operator_start0Yes
snd_sos_show_operator_stop_entry0Yes
snd_sos_show_operator_updates0Yes
snd_sos_show_queuetotrack0Yes
snd_sos_show_server_xmit0Yes
snd_sos_show_soundevent_param_overwrite0Yes
snd_sos_show_track_list0
snd_sos_soundevent_filter0Yes
snd_sos_start_soundeventStarts a specified soundevent
snd_sos_stop_all_soundeventsStops all soundevents currently on the execution list
snd_sos_stop_soundevent_guidStops a specified soundevent
snd_sos_stop_soundevent_indexStops a specified soundevent
snd_sos_sv_set_param_lastTest
snd_sos_sv_set_stack_fieldTest
snd_sos_sv_soundevent_startTest
snd_sos_sv_soundevent_stop_lastTest
snd_sos_test_soundmessagetest
snd_sos_use_case_sensitive_soundevents0
snd_soundmixer0
snd_soundmixer_flushReload soundmixers.txt file.
snd_soundmixer_list_mix_groupsList all mix groups to dev console.
snd_soundmixer_list_mix_layersList all mix layers to dev console.
snd_soundmixer_list_mixersList all mixers to dev console.
snd_soundmixer_set_trigger_factorSet named mix layer / mix group, trigger amount.
snd_soundmixer_setmixlayer_amountSet named mix layer mix amount.
snd_soundmixer_version2
snd_stereo_speaker_pan_exponentSpecifies the exponent for the pan xfade from speaker to speaker if the ‘exp’ pan law is being used.
snd_stereo_speaker_pan_radial_weightApply cos(angle) * weight before pan law
snd_store_filepaths0
snd_surround_speaker_pan_exponentSpecifies the exponent for the pan xfade from speaker to speaker if the ‘exp’ pan law is being used.
snd_surround_speaker_pan_radial_weightApply cos(angle) * weight before pan law
snd_toolvolume1Volume of sounds in tools (e.g. Hammer, SFM)
snd_visualize0YesShow sounds location in world
snd_voipvolume1Voice volume
sndplaydelay
sos_debug_emit0
sound_device_override0ID of the sound device to use
soundinfoDescribe the current sound device.
soundlistList all known sounds.
soundpatch_captionlength2How long looping soundpatch captions should display for.
soundscape_debug0YesWhen on, draws lines to all env_soundscape entities. Green lines show the active soundscape, red lines show soundscapes that aren’t in range, and white lines show soundscapes that are in range, but not the active soundscape.
soundscape_dumpclientDumps the client’s soundscape data.
soundscape_fadetime3YesTime to crossfade sound effects between soundscapes
soundscape_flushFlushes the server & client side soundscapes
soundscape_message0
soundscape_radius_debug0YesPrints current volume of radius sounds
spawn_group_activateActivate specified spawngroup.
spawn_group_listList all spawn groups
spawn_group_loadLoad named spawn group.
spawn_group_saveUnload and save named spawn group.
spawn_group_unloadUnload named spawn group.
spawngroup_ignore_timeouts0
speaker_config0
spec_allowroaming0
spec_autodirector1Auto-director chooses best view modes while spectating
spec_centerchasecam0Looks at the target player’s center, instead of his eye position, in chase came mode
spec_chasedistance96Chase cam’s ideal distance from target
spec_chasedistancestep10Amount to adjust the chase cam’s distance on a zoom request
spec_freeze_distance_max200YesMaximum random distance from the target to stop when framing them in observer freeze cam.
spec_freeze_distance_min96YesMinimum random distance from the target to stop when framing them in observer freeze cam.
spec_freeze_time4YesTime spend frozen in observer freeze cam.
spec_freeze_traveltime0YesTime taken to zoom in to frame a target in observer freeze cam.
spec_modeSet spectator mode
spec_nextSpectate next player
spec_playerSpectate player by name
spec_posdump position and angles to the console
spec_prevSpectate previous player
spec_scoreboard0
spec_track0Tracks an entity in spec mode
-speed
+speed
splitscreen_mode0
ss_addAdds a splitscreen user.
ss_enable0Enables Split Screen support. Play Single Player now launches into split screen mode. NO ONLINE SUPPORT
ss_removeRemoves a splitscreen user.
ss_splitmode0Two player split screen mode (0 – recommended settings base on the width, 1 – horizontal, 2 – vertical (only allowed in widescreen)
ss_verticalsplit0Two player split screen uses vertical split (do not set this directly, use ss_splitmode instead).
ss_voice_hearpartner0Route voice between splitscreen players on same system.
ssao_usenormals1
startdemosPlay demos in demo sequence.
startmovieStart recording movie frames.
stash_grab_allgrab all items from the stash
stat_dropdownSelect a category in the spectator stats dropdown
stat_dropdown_cycleCycle through the stat dropdown categories in a specified direction (-1 = back, 1 = forward)
stat_dropdown_sortCycle through the stat dropdown sort methods
statsPrints server performance variables
stats_display0Displays perf statistics information
stats_highlight_interval10Interval between hightlight screens in the transition stats panel
stats_printPrints out perf statistics to the console, clears perf history
statusPrint connection status
steamcontroller_flow_interval7000
steamcontroller_flow_sensitivity0
steamcontroller_haptic_intensity320
steamdatagram_client_consecutitive_ping_timeouts_fail4If N consecutive pings to a port fail, after having received successful communication, mark that port as unavailable for a while, and try a different one.
steamdatagram_client_consecutitive_ping_timeouts_fail_initial2If the first N pings to a port all fail, mark that port as unavailable for a while, and try a different one. Some ISPs and routers may drop the first packet, so setting this to 1 may greatly disrupt communications.
steamdatagram_client_fakeloss_recv00-100 Randomly discard N pct of packets received
steamdatagram_client_fakeloss_send00-100 Randomly discard N pct of packets instead of sending
steamdatagram_client_force_relay_cluster0Code of relay cluster to use. If not empty, we will only use relays in that cluster. E.g. ‘iad’
steamdatagram_client_min_pings_before_ping_accurate10Send at least N pings to a router before assuming the ping is accurate. (The first few packets can often delayed by various route setup costs such as NAT.)
steamdatagram_client_single_socket0Set all steam datagram traffic to originate from the same local port. By default, we open up a new UDP socket (on a different local port) for each relay. This is not optimal, but it works around some routers that don’t implement NAT properly. If you have intermittent problems talking to relays that might be NAT related, try toggling this flag.
steamdatagram_client_spew_level3Verbosity level for Steam datagram client spew
steamdatagram_clientstatusPrint steam datagram client status
step_spline0
stopFinish recording demo.
stopdemosStop looping demos (current demo will complete).
stopsound
stopsoundscapeStops all soundscape processing and fades current looping sounds
stopvideosStops all videos playing to the screen
+strafe
-strafe
suitvolume0
surfacepropReports the surface properties at the cursor
sv_allchat1Players can receive all other players’ text chat, no death restrictions
sv_allow_lobby_connect_only0If set, players may only join this server from matchmaking lobby, may not connect directly.
sv_allow_wait_command1Allow or disallow the wait command on clients connected to this server.
sv_alltalk0Players can hear all other players’ voice communication, no team restrictions
sv_alternateticks0If set, server only simulates entities on even numbered ticks.
sv_always_full_flush0Yes
sv_anim_queue_changes1
sv_autosave1Set to 1 to autosave game on level transition. Does not affect autosave triggers.
sv_banid_dev_enabled0
sv_banid_enabled1Whether server supports banid command
sv_benchmark_autovprofrecord0If running a benchmark and this is set, it will record a vprof file over the duration of the benchmark with filename benchmark.vprof.
sv_benchmark_force_startForce start the benchmark. This is only for debugging. It’s better to set sv_benchmark to 1 and restart the level.
sv_benchmark_numticks3300If > 0, then it only runs the benchmark for this # of ticks.
sv_bonus_challenge0Set to values other than 0 to select a bonus map challenge type.
sv_can_quit_from_script0Yes
sv_cheats1Allow cheats on server
sv_clearhinthistoryClear memory of server side hints displayed to the player.
sv_client_cmdrate_difference20cl_cmdrate is moved to within sv_client_cmdrate_difference units of cl_updaterate before it is clamped between sv_mincmdrate and sv_maxcmdrate.
sv_client_max_interp_ratio5This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected). If sv_client_min_interp_ratio is -1, then this cvar has no effect.
sv_client_min_interp_ratio1This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected). -1 = let clients set cl_interp_ratio to anything any other value = set minimum value for cl_interp_ratio
sv_client_predict-1This can be used to force the value of cl_predict for connected clients (only while they are connected). -1 = let clients set cl_predict to anything 0 = force cl_predict to 0 1 = force cl_predict to 1
sv_clockcorrection_msecs60The server tries to keep each player’s m_nTickBase withing this many msecs of the server absolute tickcount
sv_cluster0Data center cluster this server lives in.
sv_consistency0Whether the server enforces file consistency for critical files
sv_contact0Contact email for server sysop
sv_debug_player_use0Visualizes +use logic. Green cross=trace success, Red cross=trace too far, Green box=radius success
sv_decal_clear_all_entitiesClears decals from all entities
sv_decal_clear_from_entityClears decals from the targeted entity
sv_decal_clear_worldClears world decals
sv_decal_debugToggles server decal debug visualization
sv_decal_shootShoots a server-side decal
sv_dota_auto_save_interval300
sv_dota_auto_save_min_players10minimum number of players in the game to allow saves
sv_dota_auto_save_test_interval120
sv_dota_auto_save_test_interval_futz30
sv_dota_crash_sentinel_filename0Filename of crash detection sentinel
sv_dota_custom_game_cache_download_stuck_mb1We must download N megabytes within sv_dota_custom_game_cache_download_stuck_timeout seconds, or else we’ll assume the download is stuck and give up
sv_dota_custom_game_cache_download_stuck_timeout30Every N seconds, we must make download progress of at least sv_dota_custom_game_cache_download_stuck_mb megabytes, or else we’ll assume the download is stuck and give up
sv_dota_custom_game_cache_download_timeout_total300If we cannot finish downloading after N seconds, give up
sv_dota_custom_game_cache_lock_file_timeout30If we cannot acquire lock on shared cache in N seconds, give up and fail UGC install
sv_dota_custom_game_cache_shared_folder0Shared cache for downloaded custom game data. (Dedicated server only)
sv_dota_custom_game_cache_test_download<custom game ID> [<expected_timestamp>]. Test code to cache UGC to dedicated server
sv_dota_dump_econ_item_stringtablesv_dota_dump_econ_item_stringtable
sv_dota_dump_modifier_stringtablesv_dota_dump_modifier_stringtable
sv_dota_league_auto_save_interval30
sv_dota_speech_announcer_networking1YesSet to 0 to prevent announcer speech from being matched on the client; match it on the server instead, like the old way.
sv_downloadurl0Location from which clients can download missing files
sv_enable_delta_packing1When enabled, this allows for entity packing to use the property changes for building up the data. This is many times faster, but can be disabled for error checking.
sv_enableoldqueries0Enable support for old style (HL1) server queries
sv_ent_showonlyattachment0Yes
sv_ent_showonlyhitbox-1Yes
sv_extra_client_connect_time15Seconds after client connect during which extra frames are buffered to prevent non-delta’d update
sv_filterban1Set packet filtering by IP mode
sv_footstepinterval0Yes
sv_force_time_of_day-1Yes0 – midnight, 3 – afternoon
sv_forcepreload0Force server side preloading.
sv_fow_vizFoW viz commands
sv_gameinstructor_disable0Force all clients to disable their game instructors.
sv_gravity800World gravity.
sv_hibernate_postgame_delay5# of seconds to wait after final client leaves before hibernating.
sv_hibernate_when_empty1Puts the server into extremely low CPU usage mode when no clients connected
sv_hitbox_debug0
sv_infinite_ammo0YesPlayer’s active weapon will never run out of ammo
sv_ladder_slack_z_mult0YesDifference in Z increases toward the middle of the slack ladder.
sv_lagcompensationforcerestore1YesDon’t test validity of a lag comp restore, just do it.
sv_lan0Server is a lan server ( no heartbeat, no authentication, no non-class C addresses )
sv_lightquery_debug0Yes
sv_log_onefile0Log server information to only one file.
sv_logbans0Log server bans in the server logs.
sv_logblocks0If true when log when a query is blocked (can cause very large log files)
sv_logdownloadlist0
sv_logecho1Echo log information to the console.
sv_logfile1Log server information in the log file.
sv_logflush0Flush the log file to disk on each write (slow).
sv_logsdir0Folder in the game directory where server logs will be stored.
sv_massreport0
sv_max_queries_sec3Maximum queries per second to respond to from a single IP address.
sv_max_queries_sec_global60Maximum queries per second to respond to from anywhere.
sv_max_queries_window30Window over which to average queries per second averages.
sv_maxclientframes128
sv_maxcmdrate40(If sv_mincmdrate is > 0), this sets the maximum value for cl_cmdrate.
sv_maxrate0Max bandwidth rate allowed on server, 0 == unlimited
sv_maxreplay0Maximum replay time in seconds
sv_maxroutable1200Server upper bound on net_maxroutable that a client can use.
sv_maxupdaterate60Maximum updates per second that the server will allow
sv_memlimit0YesIf set, whenever a game ends, if the total memory used by the server is greater than this # of megabytes, the server will exit.
sv_mincmdrate0This sets the minimum value for cl_cmdrate. 0 == unlimited.
sv_minrate5000Min bandwidth rate allowed on server, 0 == unlimited
sv_minupdaterate10Minimum updates per second that the server will allow
sv_mover_maxslope0The maximum slope the player can overcome [-]
sv_mover_pogodampingratio1The capsule pogo stick damping ratio [-]
sv_mover_pogoextension5The capsule pogo stick extension to keep the player better grounded [%]
sv_mover_pogofrequency10The capsule pogo stick frequency [hz].
sv_mover_usecapsule1Should the mover proxy be a capsule shape?
sv_networkvar_perfieldtracking1Track individual field offset changes, rather than a single dirty flag for the whole entity.
sv_networkvar_validate0Validate each StateChanged against known offsets.
sv_noclipaccelerate5
sv_noclipduringpause0YesIf cheats are enabled, then you can noclip with the game paused (for doing screenshots, etc.).
sv_noclipfriction4Friction during noclip move.
sv_noclipspeed5
sv_packstatsShow entity packing stats, pass ‘clear’ as argument to reset counts.
sv_parallel_packentities1Set to 1 to use threading snapshot sending on listen servers, 2 for dedicated servers.
sv_parallel_sendsnapshot1Set to 1 to use threading snapshot sending on listen servers, 2 for dedicated servers.
sv_password0Server password for entry into multiplayer games
sv_pausable0Is the server pausable.
sv_pause_on_console_open01 = Pause the game when pressing ~ to open the console. CTRL+~ opens the console without pause.
sv_phys_rendergeoToggles server physics debug geometry
sv_phys_visualize_awake0
sv_player_stuck_tolerance10Yes
sv_playerperfhistorycount20Number of samples to maintain in player perf history
sv_printdecalinfo(server) Prints info about decals currently in the scene
sv_prop_door_max_close_attempts8YesNumber of times blocked doors will try to close before becoming non-solid and forcing a close.
sv_pureShow user data.
sv_pure_kick_clients1If set to 1, the server will kick clients with mismatching files. Otherwise, it will issue a warning to the client.
sv_pure_trace0If set to 1, the server will print a message whenever a client is verifying a CRC for a file.
sv_pvs_entity-1If set, only allows this ent index to network (other than players and things that force sending).
sv_pvs_random0If set, objects blink in/out of pvs randomly.
sv_querycache_statsDisplay status of the query cache (client only)
sv_radial_vis0Use Radial vis for networking PVS checks.
sv_rcon_banpenalty0Number of minutes to ban users who fail rcon authentication
sv_rcon_log1Enable/disable rcon logging.
sv_rcon_maxfailures10Max number of times a user can fail rcon authentication before being banned
sv_rcon_minfailures5Number of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned
sv_rcon_minfailuretime30Number of seconds to track failed rcon authentications
sv_regeneration_force_on0YesCheat to test regenerative health systems
sv_regeneration_wait_time1
sv_region-1The region of the world to report this server in.
sv_remapper_loopsoundfix0
sv_remapper_range_multiplier1
sv_replaysdir0Directory to store replays in
sv_reservation_grace5Time in seconds given for a lobby reservation.
sv_reservation_timeout120Time in seconds before lobby reservation expires.
sv_save_session_persistersSaves session persister data immediately.
sv_script_profile0
sv_script_think_interval0
sv_search_key0
sv_sequence_debug-1
sv_sequence_debug_verbose1
sv_session_persister_mode00 = OFF, 1 = ON, 2 = w/SPAWN MANAGER, 3 = w/PLAYER & WEAPONS
sv_shared_team_pvs1PVS is shared between teams
sv_showfootsteps0YesShows client (red) and server (green) footsteps (1=client-only, 2=server-only, 3=both)
sv_showladders0Show bbox and dismount points for all ladders (must be set before level load.)
sv_showlagcompensation0YesShow lag compensated hitboxes whenever a player is lag compensated.
sv_showtagsDescribe current gametags.
sv_shutdownSets the server to shutdown when all games have completed
sv_skyname0Current name of the skybox texture
sv_snapshot_unlimited0For debugging, don’t throw away old snapshots so that if you break in debugger (on remote client or server) it won’t require an uncompressed update to resume. You may run out of memory of course…
sv_soundemitter_reloadFlushes the sounds.txt system
sv_soundemitter_trace-1Show all EmitSound calls including their symbolic name and the actual wave file they resolved to. (-1 = for nobody, 0 = for everybody, n = for one entity)
sv_soundscape_printdebuginfoprint soundscapes
sv_specaccelerate5
sv_specnoclip1
sv_specspeed3
sv_stats1Collect CPU usage stats
sv_steamdatagramtransport_port0If non zero, listen for proxied traffic on the specified port
sv_steamgroup0The 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 community.
sv_steamgroup_exclusive0If 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 server only if it has players.
sv_strict_notarget0If set, notarget will cause entities to never think they are in the pvs
sv_sync_anims_spawn0Yes
sv_sync_client_updates0(Only used when hosting xbox games). Send clients updates at the same time. This saves CPU because the server will encode and calc deltas on less frames.
sv_tags0Server tags. Used to provide extra information to clients when they’re browsing for servers. Separate tags with a comma.
sv_temp_baseline_string_table_buffer_size524288Buffer size for writing string table baselnes
sv_timeout65After this many seconds without a message from a client, the client is dropped
sv_timeout_when_fully_connected15Once fully connected, player will be kicked if he doesn’t send a network message within this interval.
sv_timeout_when_fully_connected_tournament5Once fully connected in a tournament game, player will be kicked if he doesn’t send a network message within this interval.
sv_tracereffects_limit_general15Limits the number of visible tracers per frame
sv_turbophysics1Turns on turbo physics
sv_unlockedchapters1Highest unlocked game chapter.
sv_update_master_server1Should we update the master server.
sv_usenetworkvars1Use networkvar system.
sv_usercmd_queue_spew_threshold10Spew warning if command queue has grown above this many backlogged commands.
sv_vehicle_autoaim_scale8
sv_visiblemaxplayers-1Overrides the max players reported to prospective clients
sv_voicecodec0Specifies which voice codec DLL to use in a game. Set to the name of the DLL without the extension.
sv_voiceenable1
sv_watchtransmit-2Watch NetworkStateChanged info for this entity index.
sys_minidumpexpandedspew1
sys_minidumpspewlines2000Lines of crash dump console spew to keep.

T[.]

CommandDefault ValueCheat?Help Text
target_scan_use_query_cache1
tauntfrequency1
template_debug0Yes
tenfoot_match[prefix]: matches a string prefix
tenfoot_pickle_dictionariescompiles daisy wheel input dictionaries to more performant form
tenfoot_pickle_single_dictionary[language] compiles one daisy wheel input dictionary
tenfoot_text_hotspotsfind text autosuggest hot spots
test_compendiumtest_compendium
test_compendium_enable_spew0Enable Compendium debug spew.
test_compendium_endgame_statstest_compendium_endgame_stats
test_compendium_force_web_assets0Use Web assets for Compendium testing.
test_compendium_level_inc5Amount to increment level points amount per frame when doing local compendium testing on progressbars.
test_compendium_level_inc_max12000The maximum value to allow the compendium level testing to get before wrapping it around again.
test_compendium_level_set-1When set to a value >= 0 this will force the compendium level to use this value when testing compendiums
test_compendium_overridedatafile0Download a compendium, but then use the specified local datafile instead.
test_compendium_prizepool_inc5000Amount to increment prizepool amount per frame when doing local compendium testing on progressbars.
test_compendium_prizepool_max6000000Maximum prizepool amount when doing local compendium testing on progressbars.
test_compendium_prizepool_min1600000Minimum prizepool amount when doing local compendium testing on progressbars.
test_compendium_refreshtest_compendium_refresh
test_compendium_statstest_compendium_stats
Test_CreateEntity
test_dispatcheffectTest a clientside dispatch effect. Usage: test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale> Defaults are: <distance 1024> <flags 0> <magnitude 0> <scale 0>
Test_EHandle
test_entity_blockerTest command that drops an entity blocker out in front of the player.
Test_ExitProcessTest_ExitProcess <exit code> – immediately kill the process.
test_gameend
Test_InitRandomEntitySpawner
Test_LoopTest_Loop <loop name> – loop back to the specified loop start point unconditionally.
Test_LoopCountTest_LoopCount <loop name> <count> – loop back to the specified loop start point the specified # of times.
Test_LoopForNumSecondsTest_LoopForNumSeconds <loop name> <time> – loop back to the specified start point for the specified # of seconds.
Test_RandomChanceTest_RandomChance <percent chance, 0-100> <token1> <token2…> – Roll the dice and maybe run the command following the percentage chance.
Test_RandomizeInPVS
Test_RandomPlayerPosition
Test_RemoveAllRandomEntities
Test_SpawnRandomEntities
Test_StartLoopTest_StartLoop <loop name> – Denote the start of a loop. Really just defines a named point you can jump to.
Test_StartScriptStart a test script running..
testhudanimTest a hud element animation. Arguments: <anim name>
testscript_debug0Debug test scripts.
texture_budget_background_alpha128how translucent the budget panel is
texture_budget_panel_bottom_of_history_fraction0number between 0 and 1
texture_budget_panel_global0Show global times in the texture budget panel.
texture_budget_panel_height284height in pixels of the budget panel
texture_budget_panel_width512width in pixels of the budget panel
texture_budget_panel_x0number of pixels from the left side of the game screen to draw the budget panel
texture_budget_panel_y450number of pixels from the top side of the game screen to draw the budget panel
tf_arena_max_streak5Teams will be scrambled if one team reaches this streak
tf_arena_preround_time10Length of the Pre-Round time
tf_escort_score_rate1YesScore for escorting the train, in points per second
think_limit10Maximum think time in milliseconds, warning is printed if this is exceeded.
thirdpersonSwitch to thirdperson camera.
thirdperson_mayamodeSwitch to thirdperson Maya-like camera controls.
thirdperson_platformer0Player will aim in the direction they are moving.
thirdperson_screenspace0Movement will be relative to the camera, eg: left means screen-left
thirdpersonshoulderSwitch to thirdperson-shoulder camera.
threaded_occluder_rasterization1Yes
ti_onstage_frame_short512
ti_onstage_frame_tall576
ti_onstage_frame_wide384
ti_onstage_side_frame_tall1200
ti_onstage_side_frame_wide670
ti_onstage_side_portrait_fov_reduce5
timedemoPlay a demo and report performance info.
timedemo_end-1Ends timedemo on given tick.
timedemo_start-1Starts timedemo on given tick.
timedemo_vprofrecordPlay a demo and report performance info. Also record vprof data for the span of the demo
timedemoquitPlay a demo, report performance info, and then exit
toggleToggles specified convar value on and off.
toggleconsoleShow/hide the console.
toggleshoppaneltoggles shop
toolhud_enable1
tools_renderscenes1
toolscene_gizmo_algorithm1
top_bar_messagetest top bar status message. usage: top_bar_message [‘message here’] [scary: 0/1]
tr_do_reduce1Yes
tr_draw_open_edges0Yes
tr_epsilon_t_junction0.010Yes
tr_max_acceptable_edge_length10000Yes
tr_openedge_penalty10Yes
treasure_opening_particle_emission_max2
treasure_opening_particle_emission_min0
treasure_opening_particle_emissionB_max1
treasure_opening_particle_emissionB_min0
treasure_opening_particle_velocity_max2
treasure_opening_particle_velocity_min0
tutorial_cleanup_post
tutorial_experience_closed
tutorial_speech_end
tutorial_start_lessonJump to the passed tutorial lesson
tutorial_testui
tutorial_tip_dismissed
tv_allow_camera_man1Auto director allows spectators to become camera man
tv_allow_static_shots1Auto director uses fixed level cameras for shots
tv_autorecord0Automatically records all games as SourceTV demos.
tv_autoretry1Relay proxies retry connection after network timeout
tv_chatgroupsize0Set the default chat group size
tv_chattimelimit0Limits spectators to chat only every n seconds
tv_clientsShows list of connected SourceTV clients.
tv_debug0SourceTV debug info.
tv_delay120SourceTV broadcast delay in seconds
tv_deltacache2Enable delta entity bit stream cache
tv_demo_starttick0
tv_dispatchmode1Dispatch clients to relay proxies: 0=never, 1=if appropriate, 2=always
tv_dota_auto_record0If enabled, a demo will automatically be recorded for every game
tv_dota_auto_record_stressbots0If enabled, a demo will automatically be recorded for stressbot games
tv_enable0Activates SourceTV on server.
tv_enable_delta_frames1Indicates whether or not the tv should use delta frames for storage of intermediate frames. This takes more CPU but significantly less memory.
tv_grouprelaydatareliable0When enabled, this will collect all information for relay sending into a single datagram to ensure that the data stays together through a potentially large number of relays
tv_grouprelaydataunreliable0When enabled, this will collect all information for relay sending into a single datagram to ensure that the data stays together through a potentially large number of relays
tv_grouprelaydatavoice0Similar to tv_grouprelaydata, but controls whether or not the voice channels should be routed into the grouped data for the relays
tv_instant_replay_full_frame1Send embedded full frames
tv_instant_replay_full_frame_time30Seconds between full frame embeddeds
tv_listen_voice_indices0Bitfield of entindices to listen to voice messages from when connected to SourceTV, default is none
tv_maxclients128Maximum client number on SourceTV server.
tv_maxrate80000Max SourceTV spectator bandwidth rate allowed, 0 == unlimited
tv_msgSend a screen message to all clients.
tv_name0SourceTV host name
tv_nochat0Don’t receive chat messages from other SourceTV spectators
tv_overridemaster0Overrides the SourceTV master root address.
tv_password0SourceTV password for all clients
tv_port27020Host SourceTV port
tv_recordStarts SourceTV demo recording.
tv_relayConnect to SourceTV server and relay broadcast.
tv_relay_quit_after_game1Quit after a game has been relayed, do not hibernate
tv_relay_rate250000default rate for relays
tv_relay_secret_code1When enabled, this will use a uniquely generated server code to authenticate relay to relay connections. This code is coordinated via the GC or some external means rather than by clients directly
tv_relaypassword0SourceTV password for relay proxies
tv_relayvoice1Relay voice data: 0=off, 1=on
tv_retryReconnects the SourceTV relay proxy.
tv_secret_code1When enabled, this will use a uniquely generated server code to authenticate relay connections. This code is coordinated via the GC or some external means rather than by clients directly
tv_show_allchat1
tv_snapshotrate20Snapshots broadcasted per second
tv_statusShow SourceTV server status.
tv_stopStops the SourceTV broadcast.
tv_stoprecordStops SourceTV demo recording.
tv_timeout300SourceTV connection timeout in seconds.
tv_title0Set title for SourceTV spectator UI
tv_transmitall0Transmit all entities (not only director view)
tv_window_size16Specifies the number of seconds worth of frames that the tv replay system should keep in memory. Increasing this greatly increases the amount of memory consumed by the TV system
txviewShow/hide the internal texture viewer.

U[.]

CommandDefault ValueCheat?Help Text
unbindUnbind a key.
unbindallUnbind all keys.
unloadToolunload the specified tool
unpauseClear the pause state of the server.
unsubscribe_all_game_modesUnsubscribes from all custom games. They will be uninstalled by the Steam client when you close Dota 2.
unsubscribe_custom_gameStops subscribing to a specific custom game. It will be uninstalled when you exit Dota 2.
UpdateBinarySizesDumps the binary sizes to use for the game in loadaddress.vpc
url_executeExecutes url-based commands, used for incoming commands from url-based launches when the game’s already running.
-use
+use
useUse a particular weapon Arguments: <weapon_name>
use_item_clientUse the item in the indicated slot. <hero name> <slot name>
use_new_damage_system0
usersShow user info for players on server.

V[.]

CommandDefault ValueCheat?Help Text
vcon_pipe_dumpDumps the state of all existing VConsole pipes
vdebug_enableEnable/disable VDebug
vehicle_flushscriptFlush and reload all vehicle scripts
versus_stats_highlight_interval5Interval between hightlight screens in the transition stats panel for versus mode
vgui_drawfocus0Report which panel is under the mouse.
vgui_drawkeyfocus0Report which panel has keyboard focus.
+vgui_drawtree
-vgui_drawtree
vgui_drawtree0YesDraws the vgui panel hiearchy to the specified depth level.
vgui_drawtree_bounds0Show panel bounds.
vgui_drawtree_clear
vgui_drawtree_draw_selected0Highlight the selected panel
vgui_drawtree_freeze0Set to 1 to stop updating the vgui_drawtree view.
vgui_drawtree_hidden0Draw the hidden panels.
vgui_drawtree_panelalpha0Show the panel alpha values in the vgui_drawtree view.
vgui_drawtree_panelptr0Show the panel pointer values in the vgui_drawtree view.
vgui_drawtree_popupsonly0Draws the vgui popup list in hierarchy(1) or most recently used(2) order.
vgui_drawtree_render_order0List the vgui_drawtree panels in render order.
vgui_drawtree_scheme0Show scheme file for each panel
vgui_drawtree_visible1Draw the visible panels.
vgui_dump_panelsvgui_dump_panels [visible]
vgui_message_dialog_modal1
vgui_spew_fonts
vgui_togglepanelshow/hide vgui panel by name.
video_mode_screenshotsdump screenshots at all supported video modes
viewanim_addkeyframe
viewanim_createviewanim_create
viewanim_loadload animation from file
viewanim_resetreset view angles!
viewanim_saveSave current animation to file
viewanim_testtest view animation
viewmodel_fov54Yes
viewmodel_offset_x0
viewmodel_offset_y0
viewmodel_offset_z0
violence_ablood1Draw alien blood
violence_agibs1Show alien gib entities
violence_hblood1Draw human blood
violence_hgibs1Show human gib entities
vis_debug_currentclusterShow the current cluster number
vis_debug_drawclusterAdd cluster # to visualization, (-1) to clear
vis_debug_dumpvisibleclustersShow the list of visible clusters
vis_debug_find_losFind or clear the vis LOS to here
vis_debug_lockLock vis LOS origin to current
vis_debug_record_startRecord a path to debug vis
vis_debug_record_stopRecord a path to debug vis
vis_debug_showShow/hide the vis debug visualization
vis_debug_tracelosTrace rays and check vis from the current camera
vis_enable1Toggle static visibility
vis_force0Yes
vismon_poll_frequency0Yes
vismon_trace_limit12Yes
vm_camera1
vm_camera_interp_speed8
vm_camera_no_roll0
vm_camera_scale1
vm_debug0
vm_draw_always0
vm_fade1
voice_all_icons0Draw all players’ voice icons
voice_always_sample_mic0For systems experiencing a hang/stall when using voice chat.
voice_chat_bubble_show_volume1Visualize the volume transmitted with the icon displaying speech.
voice_chat_bubbles1Whether to draw chat bubbles int the UI or not
voice_clientdebug0
voice_debugfeedback0
voice_debugfeedbackfrom0
voice_fadeouttime0
voice_gain_downward_multiplier100
voice_gain_max5
voice_gain_rate1
voice_gain_target16000
voice_head_icon_height20Voice icons are this many inches over player eye positions
voice_head_icon_size6Size of voice icon over player heads in inches
voice_local_icon0Draw local player’s voice icon
voice_loopback0
voice_minimum_gain3
voice_modenable1Enable/disable voice in this mod.
voice_player_speaking_delay_threshold0Yes
voice_scale1
voice_sequence_maximum_wait_time0When receiving packets out of sequence, wait this many seconds for missing sequences to arrive
voice_serverdebug0
voice_steal2
voice_threshold4000
voice_threshold_delay0
voice_vox0
voice_vox_current_peak0Current peak value (out of 64k) of the incoming voice stream
voice_xsend_debug0
-voicerecord
+voicerecord
volume1Sound volume
vphys2_angular_damping0
vphys2_angular_damping_in_water0
vphys2_artificial_acceleration0
vphys2_buoyancy_damping0
vphys2_buoyancy_version0
vphys2_default_max_velocity2000Yesmax object velocity, in/s
vphys2_enable_buoyancy1
vphys2_enable_variable_timestep1
vphys2_expensive_sync_warning320000
vphys2_linear_damping0
vphys2_linear_damping_in_water0
vphys2_ragdoll_joint_or1
vphys2_solver_batch_size16
vphys2_water_density_multiplier1
vphysics_force_apply_magnitude1
vphysics_shadow_port1YesUse the ported version of physics shadow controller?
vprof_counters0
vprof_counters_show_minmax0
vprof_dump_countersDump vprof counters to the console
vprof_generate_reportGenerate a report to the console.
vprof_generate_report_budgetGenerate a report to the console based on budget group.
vprof_generate_report_hierarchyGenerate a report to the console.
vprof_offDisable vprof
vprof_onEnable vprof
vprof_remote_startRequest a VProf data stream from the remote server (requires authentication)
vprof_remote_stopStop an existing remote VProf data request
vprof_resetReset the stats in VProf profiler
vprof_reset_peaksReset just the peak time in VProf profiler
vprof_scope_entity_clientthink0Set to 1 to generate individual VPROF nodes for each client entity’s think function.
vprof_scope_entity_gamephys0
vprof_scope_entity_thinks0
vprof_think_limit0
vprof_vtraceToggle whether vprof data is sent to VTrace
vr_anchor_allow_non_up_floor0YesAllows anchor teleportation onto walls and ceiling. NOTE: WIP, mostly broken!
vr_chaperone_enable0
vr_chaperone_fade_dist30
vr_chaperone_hardbounds_disabled1
vr_chaperone_max_x87
vr_chaperone_max_y100
vr_chaperone_max_z105
vr_chaperone_min_x-64
vr_chaperone_min_y-112
vr_chaperone_min_z0
vr_debug_overlay0
vr_depth_prepass1
vr_depth_prepass_alphatested0
vr_depth_prepass_cull_threshold60
vr_dump_lights0
vr_enable_lights1
vr_fakebind_hand0_grip_press0
vr_fakebind_hand0_grip_release0
vr_fakebind_hand0_menu_dn0
vr_fakebind_hand0_menu_up0
vr_fakebind_hand0_pad_down_press0
vr_fakebind_hand0_pad_down_release0
vr_fakebind_hand0_pad_left_press0
vr_fakebind_hand0_pad_left_release0
vr_fakebind_hand0_pad_press0
vr_fakebind_hand0_pad_release0
vr_fakebind_hand0_pad_right_press0
vr_fakebind_hand0_pad_right_release0
vr_fakebind_hand0_pad_up_press0
vr_fakebind_hand0_pad_up_release0
vr_fakebind_hand0_trigger_press0
vr_fakebind_hand0_trigger_release0
vr_fakebind_hand1_grip_press0
vr_fakebind_hand1_grip_release0
vr_fakebind_hand1_menu_dn0
vr_fakebind_hand1_menu_up0
vr_fakebind_hand1_pad_down_press0
vr_fakebind_hand1_pad_down_release0
vr_fakebind_hand1_pad_left_press0
vr_fakebind_hand1_pad_left_release0
vr_fakebind_hand1_pad_press0
vr_fakebind_hand1_pad_release0
vr_fakebind_hand1_pad_right_press0
vr_fakebind_hand1_pad_right_release0
vr_fakebind_hand1_pad_up_press0
vr_fakebind_hand1_pad_up_release0
vr_fakebind_hand1_trigger_press0
vr_fakebind_hand1_trigger_release0
vr_fakebind_quadrant_threshold0
vr_fakebind_spew_pad0
vr_fakebind_trigger_threshold0
vr_hack_cont_postx0
vr_hack_cont_posty0
vr_hack_cont_postz0
vr_hack_cont_prex0
vr_hack_cont_prey0
vr_hack_cont_prez-2
vr_hack_cont_rotx0
vr_hack_cont_roty90
vr_hack_cont_rotz180
vr_hand_debug0
vr_hide_viewmodel0Yes
vr_hmd_positions_debug0YesMakes local player HMD avatar visible slightly in front of its actual position.
vr_multigpu_skip_semaphores0
vr_multigpu_skip_transfers0
vr_proto_overlay1
vr_render_opaque1
vr_render_opaque_notzprepassed1
vr_render_translucent1
vr_shadows_debug0
vr_shoot_angle_offset_x-15
vr_shoot_angle_offset_y180
vr_shoot_angle_offset_z0
vr_stencil_debug00=Off, 1=DebugWireframe, 2=DebugSolidBlink
vr_tracked_objects_solid1Yes
vtuneControls VTune’s sampling.

W[.]

CommandDefault ValueCheat?Help Text
-walk
+walk
watch_serverWatch a server steam id
weapon_showproficiency0
workshop_concurrent_fileinfo_requests5
world_dump_loaded_worldsDump all of the worlds that we know about
world_layer_listList all world layers
world_layer_set_visibleShow or hide the specified world layer
writeidWrites a list of permanently-banned user IDs to banned_user.cfg.
writeipSave the ban list to banned_ip.cfg.
writekeybindingsSaves current key bindings to disk.

X[.]

CommandDefault ValueCheat?Help Text
xbox_autothrottle1
xbox_steering_deadzone0
xbox_throttlebias100
xbox_throttlespoof200
xc_crouch_debounce0
xlook
xmove

Z[.]

CommandDefault ValueCheat?Help Text
z_door_reopen_interval0YesClosed doors can be re-opened after this amount of time
z_door_retry_interval1YesInterval at which blocked doors will try to reopen
+zoom
-zoom

Legacy[.]

Listed below is the list of console commands/variables that were added and depreciated between each different version of the game. Some of these commands were event related commands while some were depreciated as the game code changes.

Note 1: Changes were tracked starting from version 799.

Note 2: First Seen column indicate when the command/variable was added to the game and Last Seen column indicate when the command/variable was removed from the game (both based on Dota 2 GC version). These values are approximate.

CommandDefault ValueCheat?Help TextFirst seenLast seen
cl_inspectDump information on all script entities with a given name. You can also specify by number.N/A902
cl_scriptRun the text as a script.N/A925
cl_script_executeRun a vscript file.N/A925
cl_script_reloadReload scripts.N/A902
cl_showcase_view_shadow_depth_bias0N/A978
cl_showcase_view_shadow_end0N/A978
cl_showcase_view_shadow_test_enable1N/A978
dota_bot_match_game_modes2Bit masks of game modes to search for in co-op bot matchmaking.N/A978
dota_camera_heightmap1N/A978
dota_camera_sixense_center_on_hero0N/A978
dota_camera_sixense_grab_speed3N/A978
dota_camera_sixense_invert_grab1N/A978
dota_camera_sixense_invert_pan0N/A978
dota_camera_sixense_pan_speed4000N/A978
dota_camera_smooth_sample_timer0N/A978
dota_camera_spectate_distance1600YesN/A978
dota_clickmove_instant_restart0Show clicks in the world in alternate manner.N/A810
dota_equip_fan_itemN/A987
dota_force_night0YesN/A810
dota_killcam_show0N/A991
dota_loadgameN/A810
dota_play_tab_web_panel1N/A994
dota_pods_flashcheck1N/A978
dota_sf_hud_survey1N/A987
dota_smart_camera_toggleN/A984
dota_update_connected_players_send_time_postgame10YesThis is the same as dota_update_connected_players_send_time but controls how long the duration should be when in the post game.N/A872
dota_uploadgameN/A810
.demo. a recorded demo file (.dem ).N/A810
holdout_start_roundStart the indicated round.N/A810
inspectDump information on all script entities with a given name. You can also specify by number.N/A902
notification_popup_sf_debug_elementPrints draw info about an SF notification element. Can specify a child in the SWF as the second argument for further info.851956
r_screenspace_aa_technique0N/A978
scriptRun the text as a script.N/A
script_executeRun a vscript file.N/A
script_attach_debugger_at_startup0N/A839
sv_hibernate_ms20# of milliseconds to sleep per frame while hibernating.N/A930
sv_hibernate_ms_vgui20# of milliseconds to sleep per frame while hibernating but running the vgui dedicated server frontend.N/A930
sv_temp_entity_buffer_size65536Buffer size for temp entities.N/A987
test_onstage_item_dropN/A994
ti3_test_downloadN/A994

Patch history[.]

Patch

Description

28 Aug 2017

  • Added engine_max_framerate <default:0>, host_force_frametime_to_equal_tick_interval <default:0>to the console

09 Aug 2017

  • Added dota_1v1_skip_strategy, broadcaster_quickstats_image_mode, and broadcaster_quickstats_minmovielento the console
  • Removed broadcaster_fact_image_modefrom the console

04 Aug 2017

  • Added cl_prop_fadeout_alpha, cl_prop_fadeout_height, cl_prop_fadeout_mode, cl_prop_fadeout_radius, cl_prop_fadeout_radius_end, and cl_prop_fadeout_timeto the console

03 Aug 2017

  • Added broadcaster_fact_image_mode, broadcaster_quickstats_len, broadcaster_quickstats_maxl, broadcaster_quickstats_minlto the console

02 Aug 2017

  • Added dota_guide_force_reimport<cmd>, dota_test_tp_particle_team <value>, dota_ti7_teams_tp_effects <value> to the console

01 Aug 2017

  • Added broadcaster_build_ability_movie_locto the console

30 Jul 2017

  • Added cl_init_scaleformto the console

05 Mar 2015

  • Added dota_pet_itemcarryto the console

27 Feb 2015

  • [U]Re-added the following convars: dota_cancel_gg, dota_ping, say_team and say_student

25 Feb 2015

  • [U]New command: sv_dota_crash_sentinel_filename <0/1> – Filename of crash detection sentinel

24 Feb 2015

  • The experimental auto-repeat feature dota_player_auto_repeat_right_mousenow interacts with the minimap.
  • The experimental directional move feature dota_unit_allow_moveto_directionhas been changed to pivot in place to face the direction before starting to move.
  • Added a new confirmation particle effect to dota_unit_allow_moveto_directionmovement commands.

19 Feb 2015

  • [U]Removed dota_cancel_gg and dota_ping

18 Feb 2015

  • Alt-Right Click move commands now stop on a collision.
  • Added an experimental feature, dota_player_auto_repeat_right_mousewhich will quickly repeat right clicks so long as the button is held.
  • [U]Removed say_team and say_student.

17 Feb 2015

  • Added dota_sf_party_invite_throttle_timeand dota_sf_ready_up_throttle_time convar to set time intervals in which additional accept/decline clicks are ignored. Default 5 for both.

16 Feb 2015

  • Added an experimental directional move command on Alt+Right Click which moves with pathfinding disabled. This is enabled with the dota_unit_allow_moveto_direction

12 Feb 2015

  • Added a new command to help debugging/analysis (dota_show_spectated_unit_orders) by showing player inputs when watching a replay or spectating.

04 Feb 2015

  • Added a new convar to disable right clicks on minimamp: dota_minimap_disable_rightclick.

19 Dec 2014

  • Added new console command to respawn all trees on the map: dota_treerespawn
  • Replaced dota_roshan_spawn_timer(set the time intervals at which Roshan would respawn) with dota_respawn_roshan (instantly respawns Roshan when he’s dead).

25 Nov 2014

  • Added new convars for video makers: dota_sf_hud_spectator_override 1and dota_sf_hud_spectator_graph 0.

03 Nov 2014

  • Added new convar to adjust voice data by tick for broadcasters (use 2 for debug), Default is 1: tv_voice_frame_adjust.

 

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