CVAR Category Type Default Min Max GS SP OGL SFT Description
_cl_autowepswitch interface boolean 1 0 1 CS Automatically switch to most powerful gun. (When set to 1, when you buy a new gun or run over a gun to pick it up this will automatically switch to that gun) If 0, then your current choice of weaponry will stay selected.
_snd_mixahead audio float 0.1 Sets the time (in seconds) to mix the sound that much ahead. Should only be used with severe performance problems. If your sound is skipping or cracking, you may need to change this.
allow_spectators server boolean 1 0 1 Allows players to join as spectator.
ati_npatch video boolean 1 0 1 OGL Enables ATI's TRUform technology, this will result in higher quality models but will decrease performance.
bgmvolume sound boolean 1 0 1 When disabled, it pauses the current sound which is being played with "mp3" or "cd" command. To unpause, just reenable.
bottomcolor video integer 0 0 255 Sets the bottom color of your model in Half-Life that others see.
brightness video integer 1 0 2 Sets the brightness value.
c_maxdistance cheat float 200 This is the maximum distance of the camera in third person (see cam_command) using +camdistance (cmd).
c_maxpitch cheat float 90 This is the maximum pitch of the camera in third person (see cam_command) using +cammousemove (cmd).
c_maxyaw cheat float 135 This is the maximum yaw of the camera in third person (see cam_command) using +cammousemove (cmd).
c_mindistance cheat float 30 This is the minimum distance of the camera in third person (see cam_command) using +camdistance (cmd).
c_minyaw cheat float -135 This is the minimum yaw of the camera in third person (see cam_command) using +cammousemove (cmd).
cam_command cheat boolean 0 0 1 Enable Third Person. It's the same as the command "thirdperson". In HL, it doesn't need sv_cheats 1 to work.
cam_idealdist cheat float 64 The distance of the camera in third person. See cam_command.
cam_idealpitch cheat float 0 The pitch of the third person camera. See cam_command.
cam_idealyaw cheat float 90 The yaw of the third person camera. See cam_command.
cam_snapto cheat boolean 0 0 1 If enabled, your view angles will move as the same speed as your movements instead of moving your view angles faster than your movements. Only in third person. See cam_command.
chase_active camera boolean 0 0 1 SP This is thirdperson, like cam_command 1, except that it only works in single player and when you move your mouse, it is like zooming in your player model.
chase_back camera float 100 SP It sets how far the camera is behind you when chase_active is 1.
chase_right camera float 0 SP It sets how far the camera is at your right you when chase_active is 1.
If you want to make the camera at your left, use negative values.
chase_up camera float 16 SP It sets how far the camera is above you when chase_active is 1.
cl_allowdownload connection boolean 1 0 1 Allow maps, models, sounds, sprites, textures download when connecting to a server.
cl_allowupload connection boolean 1 0 1 Allow the upload of your custom spray when connecting to a server.
cl_anglespeedkey movement float 0.67 It defines the turning speed ratio with +left/+right while walking (+speed). cl_yawspeed * cl_anglespeedkey = turning speed while walking. By default the turning speed while walking is 140.7(210 * 0.67 = 140.7)
cl_backspeed movement integer 400 Sets the speed using the backward key (+back). This is limited by sv_maxspeed server side. And in CS this is limited by the per weapon speed. This should be equal to cl_forward and cl_sidespeed or you will have problem holding forward and left at the same time for example.
cl_bob video float 0.01 0 1 Sets the amount that the view bobs while the player is running.
cl_bobcycle video float 0.8 Sets how frequent the player's view bobs while running. I would recommend leaving this at the default value, since it messes up your hands since an update(it's like zooming on them). Before this update it messed up your crosshair. Has no effect when cl_bob is 0.
cl_bobup video float 0.5 Sets the amount the player bobs up while running. Has no effect when cl_bob is 0.
cl_chasedist camera integer 112 It modifies how far the camera is zoomed out whilst your dead.
cl_clockreset netcode float 0.1 If the client clock drifts more than cl_clockreset from the server, we just slam it to use the server and reset the delta to 0 - usually occurs at signon to server and maybe if there is a lot of packet loss.
cl_cmdbackup netcode integer 2 In addition, with each command packets(cl_cmdrate), we re-send the last few previous movement commands ( in case there is packet loss ) so that we can keep moving smoothly in the face of minor network problems. The default number of "backup" commands that we send is 2, but you can change this number by setting cl_cmdbackup to another number. You can send more than 8 backup commands and you should note that sending backup commands will increase your outgoing bandwidth usage.
cl_cmdrate netcode integer 60 10 This is the maximum of command packets you will send to the server per second. The default is to send up to 60 command packets per second up to the server. If you are running faster than 60 frames per second, then multiple commands will be put into some packets. You can change the rate of sending command packets to the server by setting the cl_cmdrate cvar.
cl_corpsestay video integer 600 CS Time in seconds before dead bodies dissapears from the ground.
cl_crosshair_color interface string 50 250 50 CS Defines the color of the crosshair in RGB, the value must be encased in double quotes.
cl_crosshair_size interface string 0/auto CS Defines the size of your crosshair. The different values are : 0 or auto / 1 or small / 2 or medium / 3 or large.
cl_crosshair_translucent interface boolean 0 1 CS Enables translucent crosshair.
cl_dlmax netcode integer 128 16 1024 Cl_dlmax determines the "fragment" size for chunks of player decals, etc. that are downloaded while playing the game. Clamped to 16 to 1024 bytes. Useful to try and limit decals from taking up a lot of bandwidth - this made a lot more sense back when everyone was on 14.4 kbps modems.
cl_download_ingame connection boolean 1 0 1 Enables the download of players custom sprays while playing.
cl_dynamiccrosshair interface boolean 1 0 1 CS Enables the dynamic crosshair when crouching/jumping...
cl_fixtimerate netcode float 7.5 Cl_fixtimerate is the # of msec per frame of "clock drift" fixup. Since the server is sending timestamps in every packet, but we only read networking once per frame, we don't want to just "accept" the server clock, so we use it as a target and "correct" toward it by the fixtimerate (unless the delta becomes too large and we snap the client to the server clock).
cl_fog_b video integer 0 0 255 It sets the fog color blue value. Fog can be enabled with gl_fog 1. By default, this CVar is hidden and you need to add -dev to the game command line for this cvar to work. The only official map that have fog is de_inferno_cz. Map authors can add fog in their maps with the env_fog entity which auto set this CVar.
cl_fog_density video float 0 0 1 It sets the density of the fog. Fog can be enabled with gl_fog 1. By default, this CVar is hidden and you need to add -dev to the game command line for this cvar to work. The only official map that have fog is de_inferno_cz. Map authors can add fog in their maps with the env_fog entity which auto set this CVar. A good value is 0.0003.
cl_fog_g video integer 0 0 255 It sets the fog color green value. Fog can be enabled with gl_fog 1. By default, this CVar is hidden and you need to add -dev to the game command line for this cvar to work. The only official map that have fog is de_inferno_cz. Map authors can add fog in their maps with the env_fog entity which auto set this CVar.
cl_fog_r video integer 0 0 255 It sets the fog color red value. Fog can be enabled with gl_fog 1. By default, this CVar is hidden and you need to add -dev to the game command line for this cvar to work. The only official map that have fog is de_inferno_cz. Map authors can add fog in their maps with the env_fog entity which auto set this CVar.
cl_forwardspeed movement integer 400 Sets the speed using the forward key (+forward). This is limited by sv_maxspeed server side. And in CS this is limited by the per weapon speed.This should be equal to cl_backspeed and cl_sidespeed or you will have problem holding forward and left at the same time for example.
cl_gaitestimation netcode boolean 1 0 1 Cl_gaitestimation uses an alternate path for computing the velocity of other players, which is used to drive their lower body (leg) animations. However, cs 1.6 forces it on and the cvar is ignored.
cl_gg server boolean 0 0 1 If enables, when viewing a demo with using playdemo or viewdemo, it runs the demo in benchmaking mode, quits the game and saves the results in fps.txt file . It's the same as running a demo with gg "demoname".
cl_himodels video boolean 0 0 1 Enables the High Quality models. This only works in Half-Life.
cl_idealpitchscale video float 0.8 This was used by a system (mostly for using joysticks) of adjusting the eye "pitch" angle when walking up/down sloped surfaces. It looks like this used to "scale" how quickly the pitch converged on the "ideal" pitch for the slope. This works when lookspring is enabled (mouse look need to be disabled) and when joystick look is enabled. The value is by how many degree the view is adjusted when walking up/down sloped surfaces.
cl_lc netcode boolean 1 0 1 This is called "server-side hit computation and lag compensation".
This only works if the server is allowing lag compensation (sv_unlag 1) and if the firing player is requesting lag compensation (cl_lc 1 - note that the player must also be predicting weapon firing client-side, too, or cl_lc is ignored). Don't change this. See also cl_lw.
cl_logocolor interface string #Valve_Orange It defines the color of your spray: #Valve_Blue, #Valve_Brown, #Valve_Dkgray, #Valve_Ltblue, #Valve_Ltgray, #Valve_Green, #Valve_Orange, #Valve_Red, #Valve_Yellow
cl_logofile interface string lambda It defines which spray you want to use among those: 8ball1, andre, camp1, chick1, chuckskull, devl1, gun1, lambda, skull, smiley, splatt, tiki, v_1
cl_lw netcode boolean 1 0 1 This is called "client-side weapon firing prediction".
What this refers to is the instantaneous set of effects that occur when the fire button is pressed. These effects are all done client-side if client-side weapon firing prediction is enabled (cl_lw is 1). The effects include: starting the weapon firing animation, showing any muzzle flash, creating any ejected shells, drawing decals and bullet puffs at the impact spot on the wall of the level, starting the weapon firing sound, etc. However, the actual determination of whether the shot (for hit-scan weapons at least) hit another player is now and always has been done at the server. If this is disabled, Lag Compensation is also disabled. See cl_lc.
cl_min_ct video integer 2 0 11 CS This controls the model shown for the Terrorists when cl_minmodels is set to 1.
2: GIGN
4: GSG-9
7: SAS
9: SEAL
10: Spetsnaz (CZ)
cl_min_t video integer 1 0 11 CS This controls the model shown for the Terrorists when cl_minmodels is set to 1.
1: Elite
5: Guerilla
6: Arctic
8: Phoenix
11: Militia (CZ)
cl_minmodels video boolean 0 0 1 CS Enable displaying of only the minimum models: leet.mdl, gign.mdl and vip.mdl, enabling may improve performance.
cl_mousegrab mouse boolean 1 0 1 On Linux, the game uses an X windows call to cause the mouse to be stuck in the window (when cl_mousegrab is 1).
When cl_mousegrab is set to 0 we don't set the grab, instead we just manually slam the mouse position each frame. You may need to do set it to 0 for ALT-TAB to work.
cl_movespeedkey movement float 0.52 0 0.52 The speed at which you move when +speed is active.
cl_needinstanced developer boolean 0 0 1 Enabling this will print into the console some infos about the models being loaded(weapon models). You need developer 1 to see the infos. And you need sv_instancedbaseline 1 server side. (This is already 1 by default)
cl_nosmooth netcode boolean 0 0 1 It defines if the prediction errors will be smoothly corrected over the cl_smoothtime time. If set to 1, the prediction error smoothing is disabled (same with cl_smoothime 0).
cl_observercrosshair interface boolean 1 0 1 CS This enables the crosshair in Free Look spectator mode. It's buggued, it only works if you die and the camera is set to free look, after changing spectating mode, it will not work except next round if you die and are in free look mode again.
cl_pitchdown interface integer 89 Sets the maximum view angle to look down. This is locked and can't be changed in CS.
cl_pitchspeed movement float 225 50 This is how fast your view loop up / look down with using the commands +lookup / +lookdown.
cl_pitchup interface integer 89 Sets the maximum view angle to look up. This is locked and can't be changed in CS.
cl_pmanstats interface boolean 0 0 1 It displays on your screen infos about particles. The particles are smokes grenades (maybe there are others things, but I didn't see anything other that could change this particle meter).
"Number of particles" is the number of particles that are in the map at the moment.
"Particles Drawn" is how much particles are drawn on your screen at the moment.
"CMiniMem Free" is how much memory is availaible for smokes.
cl_radartype interface boolean 0 0 1 CS Enables opaque (non translucent) radar.
cl_resend connection float 6 1.5 20 Delay in seconds before the client will resend the 'connect' attempt. This is when you have problem connecting to server and when you see : "Retrying connection to server #1". And this hasn't anything to do with netcode like people originally though.
cl_righthand interface integer 1 -1 1 CS OGL If it's set to -1, you'll have your guns on left hand and your knife on right hand. If it's set to 0, all weapons are on left hand. If it's set to 1, all weapons are on right hand.
cl_shadows video boolean 1 0 1 CS Enables player shadows (small black circle), disable to improve performance.
cl_showerror interface boolean 0 0 1 Show the Prediction Errors on your screen.
cl_showevents interface boolean 0 0 1 Enables showing on events like weapon firing, all events are listed in cstrike/events/.
cl_showfps interface boolean 0 0 1 Shows your current FPS in the upper left corner of your screen.
cl_showmessages interface boolean 0 0 1 Dump network traffic to console. It needs developer 1 to work.
cl_shownet netcode integer 0 0 2 0 Do not display any information.
1 Print current incoming packet size in byte.
2 Print information about the current in coming packet and it's size.
cl_sidespeed movement integer 400 Sets the speed using the move left and move right key (+moveleft and +moveright). This is limited by sv_maxspeed server side. And in CS this is limited by the per weapon speed. This should be equal to cl_backspeed and cl_forwardspeed or you will have problem holding forward and left at the same time for example.
cl_slist connection integer 10 This is how many seconds to wait max for responses when doing a LAN "slist" ping. Responses coming in later than that are ignored.
cl_smoothtime netcode float 0.1 It defines the amount of time the view will be smoothly correct after a prediction error. If we set cl_smoothtime to 0 (or cl_nosmooth to 1), our interpolation wont be 'smoothed' or corrected and we will see the actual position of the players. Note that this will cause a jump in the players movements, but they will be correct.
cl_solid_players netcode boolean 1 0 1 Whether the movement prediction engine should treat other players as solid.
cl_timeout connection integer 300 When you are inactive, it's after how many seconds the server disconnect you. This is also controled by sv_timeout (server side)
cl_updaterate netcode integer 60 10 102 It's the number of updates per second you are requesting from the server.
cl_upspeed movement integer 320 Sets the speed using the swim up / swim down keys(+moveup / +moveleft). This is limited by sv_maxspeed server side. And in CS this is limited by the per weapon speed.
cl_vsmoothing netcode float 0.05 0.0 This is called "View smoothing", enables interpolation between view vectors. It smooths/interpolates the view origin and angles when riding trains/plats. 0.05 should be good(if you have above 20 fps) and 0 disables it so it should increase your fps.
cl_waterdist interface integer 4 It compensates the view along the surface of water.
cl_weaponlistfix netcode boolean 0 0 1 It was to fix a bug in the original HL1 code related to the WeaponList usermessage - the message would just be ignored if this was set.
cl_weather video integer 1 0 3 CS Enables rain on de_aztec, 1 will cause a few rain drops, 2 will increase them, and 3 will cause a downpour.
Disables it to improve performance.
cl_yawspeed movement float 210 0 Defines turn speed with +left and +right.
clientport connection string 27005 Sets the port that the client connects to the server through.
clockwindow server float 0.5 It's designed to combat the speedhacks being used in-game. The default value for this cvar is "0.5". As you lower the value (0.3, 0.1, 0.01, etc.), modem clients' games should feel jittery. Adjusting "clockwindow" does not affect the server. This doesn't really block the speedhacks now, but just make the speedhacker lag a lot when speedhacking.
con_color interface string 255 180 30 Sets the color of chat messages. in RGB. In Won (the system before Steam), it was used to change the console text color as well.
con_fastmode
con_notifytime interface integer 4 0 The amount of time in seconds developer messages stay in the upper-left before disappear of the screen.
console interface boolean 1 0 1 This is not working in Steam, but in Won (the system before Steam) if you had this CVar on "0" you couldn't open the console.
coop server boolean 0 0 1 This was to enable the cooperative mode in Quake. This is not working in HL1 because there is NO coop mod (not working in CS either because CS is multi player).
crosshair video boolean 1 0 1 Enables the red dot at the middle of awp/scout/g3sg1/sg550 crosshairs.
d_mipcap video integer 0 0 3 SFT It sets a maximum quality for all textures, close or far.
0 High texture detail.
1 Medium texture detail.
2 Low texture detail.
3 Minimum texture detail.
d_mipscale video integer 1 SFT It sets the maximum scaled quality of distant textures.
0 Full object detail
1 Some object detail
2 Medium object detail
3 Low object detail
And i think you can go over 3.
d_spriteskip video boolean 0 0 1 SFT It enables fast sprites rendering. It will skip rendering every N scanlines.
deathmatch server boolean 0 0 1 It defines if the server is multi player (1) or single player (0). When you launch a listen or dedicated server, this is auto set to 1. This only stay on 0 if you launch a map by map "mapname" or you play HL single player.
decalfrequency server integer 30 0 Sets the frequency at which players can spray their logos. Amount is in seconds, 0 means no delay (spray as fast as you can).
default_fov interface integer 90 10 150 Sets the field of view in Half-Life. In CS changing it only takes effect when zoomed out over your body in spectator mode after you die. Also this will mess with your sensitivity if you try to adjust it. In Half-Life this could be used to get a "zoom" effect even for a gun without a scope
dev_overview cheat boolean 0 0 1 It shows the overview map created by the game. Used for mappers, to get overview image.
developer interface integer 0 0 2 Enables developer mode. Developer mode can be used to show information on screen and prints advanced informations into console. Developer 2 gives more advanced informations than developer 1.
direct video float 0.9 0.75 1.0 Determines scaling of ambient/direct lighting on studio models.
displaysoundlist server boolean 0 0 1 If set, this shows the AI sound list to the console (only with developer 2).
edgefriction server integer 2 This is used to add slowdown when jumping off of an edge. When jumping off of a platform that is 70 units from the ground, the effect of edgefriction is greatly increased. When set higher, the force pulling you down is greater. (Gravity in a sense)
ex_interp netcode integer 0.1 0.009 0.1 ex_interp sets the amount of time (in seconds) to interpolate in between each successive update(cl_updaterate).
The minimum you can set your ex_interp to is 1/cl_updaterate (i.e. your console will say: "ex_interp forced up to xx msec").
fakelag cheat integer 0 Simulates lag when the value is higher than 0. Higher value is more lag.
fakeloss cheat integer 0 Simulates loss when the value is higher than 0. Higher value is more loss, sv_cheats must be enabled for this to work.
fastsprites video integer 1 0 2 CS Defines quality of smokepuffs, 0 being the worst and 2 being the best. Set to lower quality to improve performance.
fps_max video float 72 20 1000 Set the maximum frames per second.
fs_lazy_precache connection boolean 0 0 1 Normally this toggle is disabled which in turn enables the game to load all of the necessary sound files for that specific map before the game starts. If this toggle is enabled the game will not preload the sound files during the start of the map, instead the sound files will only be loaded when they are necessary. The sound files will stay in memory after they are loaded in order to increase performance of the game by not having to reload the same sound files from the hard drive every time that the sound file is used.
fs_perf_warnings developer boolean 0 0 1 Controls printing of warnings about texture resampling. It needs developer to be 1 (On).
fs_precache_timings developer boolean 0 0 1 Perf printouts about sound and model loading. It needs developer to be 1 (On).
fs_startup_timings developer boolean 0 0 1 Controls a bunch of console spew about timings at startup time for the engine. It needs developer to be 1 (On).
gamma video float 2.5 1.8 3 Sets the gamma value.
gl_affinemodels video boolean 0 1 0 OGL Applies opengl perspective correction hints: e.g.: glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
gl_alphamin video boolean 0.25 SP OGL This controls how filtering of alpha-masked textures (gratings, fences, screen-door stuff) affects the appearance of edges. Higher values makes these items (i.e. the gratings,fences,etc.) look "skinnier", 1 makes them absolutely disappear.
gl_clear video boolean 0 0 1 SP OGL If you enable gl_clear, it will clear the color-buffer. Basically, this means that when the camera can see into the void, either because of the map extending past the farclip plane or there is some kind of corruption of the map data. This is often used as a debugging tool as the 'gl_clear' color is red. It's used by Mappers to see if there are leaks in their maps.
gl_cull video boolean 1 0 1 OGL Enables opengl GL_CULL_FACE setting.
gl_dither video boolean 1 0 1 OGL 16 bit OpenGL rendering can use a form of dithering where the lack of colour depth is hidden by rounding different ways depending on the pixel being drawn. Setting to 0 can theoretically be faster or less hideous. Then again, it could look more bland. It depends on personal preference. It seems that at 32 bit it don't have effect on walls but only on sky.
gl_flipmatrix video boolean 0 0 1 OGL It's a fix for your crosshair if you are using 3dfx drivers (Old video cards, example: Voodoo, Voodoo2, Rush or Banshee.) Maybe in CS 1.6 you can't even use 3dfx servers since there is no option like in 1.5 to enable it. If you use that with others drivers you'll get your AWP/Scout crosshair buggued.
gl_fog video boolean 1 0 1 OGL Turn On/Off the fog effect. This was made for CZ and not for 1.6 but it can work in 1.6. It only works in de_inferno_cz. But with this you can get a colored map (or make it work in all maps) : You must have -dev in the launch parameters and set cl_fog_density to 1 + cl_fog_r/cl_fog_r/cl_fog_g (those control the color).
gl_keeptjunctions video boolean 1 0 1 OGL Keep collinear points added by QCSG/QBSP to fix T-junctions. If you set it to 0 you will see cracks between some textures.
gl_lightholes video boolean 1 0 1 OGL Controls whether to apply lighting to surfaces with "holes" (not sure if this still actually works).
gl_max_size video integer 512 256 512 OGL The maximum pixel size which textures are loaded in. The value must be a multiple of 16 to prevent white textures, when a texture is larger than gl_max_size it will be cropped into that size, if that size isn't a multiple of 16 it will become a white texture. Although gl_max_size has no maximum value, a value of 512 is the most realistic maximum value of gl_max_size.
gl_monolights video boolean 0 0 1 SP OGL Create uniform light source, no shadows. (Can also be called FullBright). When a grenade explode in a area or you turn on your flashlight, the gamma of this area will go back to normal.
gl_overbright video boolean 0 0 1 OGL Saturated lighting. Makes lighting more natural and realistic.
gl_palette_tex video boolean 1 0 1 OGL Enable/disable support for paletted textures. If the GL driver you're using doesn't support the extension, this won't make any difference. But some cards support the extension poorly and support must be disabled using this variable.
gl_picmip video integer 0 0 3 OGL Sets the rendering quality - * higher the number is faster but lower quality
Don't set it over 3 or cs will crash.
gl_playermip video boolean 0 0 1 OGL Sets the rendering quality to the models. Not supported.
gl_polyoffset video integer 0.1/4 -0.001 25 OGL Amount of offset to apply to decals on polygons.
gl_round_down video integer 3 0 5 OGL This is the textures accuracy or the textures rounding. When textures need to be resized they are rounded up or down depending of this. Setting it to a low value SHOULD make the textures rendered more accurately and setting it to a high value SHOULD make the textures accuracy worse. I say "SHOULD" because it can depend of video card. The max value SHOULD be 5 but again it can depend of video card.
gl_spriteblend video boolean 1 0 1 OGL It enabled alpha-blending on sprites. It's like the rendering quality to the sprites (gl_spriteblend 0 = bad quality), blood n stuffs.(0=more blood)
gl_vsync video boolean 1 0 1 OGL Turn on/off vertical synchronisation.
gl_wateramp video float 0.3 OGL It amplifies the water's waves (in maps with water of course). This cvar can only be changed by sv_wateramp(Server Side).
gl_wireframe video integer 0 0 3 SP OGL gl_wireframe 1 does the former, placing glowing lines on each face that the engine is drawing which show how it is being split up. gl_wireframe 2 does the same thing, but the lines it creates can be seen through walls, thus allowing you to tell how much of the map is being drawn (including other areas that maybe should not be drawn!).
gl_wireframe 1, then, is good for seeing how faces are being split etc. gl_wireframe 2 is best for seeing if your VIS blockers are actually working and stopping other areas from being drawn.
This is used by mappers to see what is calculated to improve the performances of their maps.
gl_zmax video integer 4096 SP OGL Sets max zbuffer size. This the max viewable distance. Since people was cheating with it, VALVe added a protection and this cvar can now only be changed with sv_zmax ( Server Side ).
gl_ztrick_old video boolean 0 0 1 OGL Z-buffer half range, but no clears (saves fill rate). Enabling this might cause distant objects to flicker. If you want more fps, enable this.
graphheight netcode integer 64 Sets the height of net_graph.
hisound audio boolean 1 0 1 Toggles high quality sound.
host_framerate server float 0 This scales the clock, but only in single player or during demo playback (can be used for fast forward).
host_killtime server integer 0 0 Sets a time delay before killing the server.
host_profile server boolean 0 0 1 Displays the number of clients connected and their network latency.
host_speeds server boolean 0 0 1 Displays Host FPS, network latency, transfer rates, rendering rates and number of entities for the map.
hostmap server string When a map is changed with the "map" command, this cvar is set automatically to the map name. For multi player, this is only set when you launch the server because the first map is launched using the command "map", but when changing map, "changelevel" is used.
hostname server string Sets the name of the server.
hostport server integer 0 Sets the port to use for your server. This CVar has the same effect as the CVar "port" except that if "hostport" is not 0, it is used instead of "port".
hpk_maxsize connection float 1.5 Defines the maximum size of custom.hpk in your cstrike folder, custom.hpk is used to store other players logos in. It's value is in MB, a value of 0 means no maximum size.
hud_capturemouse interface boolean 1 0 1 If disabled, there is no mouse cursor in the command menu. This doesn't work in CS 1.6 and DoD 1.3 because the command menu no longer accept number binds. But this still work in HL, TFC and some others mods.
hud_centerid interface boolean 0 0 1 Toggles whether the player names are shown in the lower left corner or in the middle of the screen. Player name is shown when your aiming at another player.
hud_classautokill interface boolean 1 0 1 HL If enabled, automatically kill yourself after choosing a new player class in TFC.
hud_deathnotice_time interface integer 6 Sets the amount of seconds death notices are shown.
hud_draw interface boolean 1 0 1 Enables drawing of the HUD.
hud_drawhistory_time interface integer 5 Sets the ammount of seconds HUD icons are shown. For example buy icons.
hud_fastswitch interface boolean 0 0 1 Toggles fast weapon switch. If on, then weapons switch immediately, when you press a number key(They must be bound to slotX commands). This has no effect when you're scrolling through your weapons(using invprev and invnext).
hud_saytext interface boolean 1 0 1 HL It enables the in-game chat (Same as hud_saytext_internal for CS, CZ & DoD).
hud_saytext_internal interface boolean 1 0 1 CS It enables the in-game chat. hud_saytext (cmd) toggles this CVar. This is only in CS, CZ & DoD.
hud_saytext_time interface integer 5 Sets the amount of seconds chat messages are shown.
hud_takesshots interface boolean 0 0 1 Enables taking snapshots at the end of maps.
humans_join_team server string any CS This is used for team restrictions. Set it to "any" to allow all teams (default), to "ct" to only allow Counter-Terrorists, and to "t" to only allow Terrorists.
ip server string localhost If the connection with steam server can't be make, you'll need to use this variable in the server command line specifying the server's ip.
joyadvanced joystick boolean 0 0 1 This enables the use of the advanced axes variables starting by joyadvaxisX where X is the axis letter.
joyadvaxisr joystick integer 0 0 20 Controls mapping of DirectInput axis R (typically joystick rudder).
It can be set to the following controls:
0 = Axis not used
1 = Axis is for forward and backward movement
2 = Axis is for looking up and down (pitch)
3 = Axis is for side to side movement
4 = Axis is for turning left and right (yaw)
Additionally, it can be designated as an absolute axis (like a joystick) or a relative axis (like the FPgaming trackball or the WingMan Warrior SpinControl). Absolute axes are defined as having a stopping position whereas relative axes don't have a stopping position and just go around and around. To designate this axis as a relative axis, add 16 to the above control number.
This will not have any effect until joyadvanced is set to 1.0.
joyadvaxisu joystick integer 0 0 20 Controls mapping of DirectInput axis U (custom axis).
It can be set to the following controls:
0 = Axis not used
1 = Axis is for forward and backward movement
2 = Axis is for looking up and down (pitch)
3 = Axis is for side to side movement
4 = Axis is for turning left and right (yaw)
Additionally, it can be designated as an absolute axis (like a joystick) or a relative axis (like the FPgaming trackball or the WingMan Warrior SpinControl). Absolute axes are defined as having a stopping position whereas relative axes don't have a stopping position and just go around and around. To designate this axis as a relative axis, add 16 to the above control number.
joyadvaxisv joystick integer 0 0 20 Controls mapping of DirectInput axis V (custom axis).
It can be set to the following controls:
0 = Axis not used
1 = Axis is for forward and backward movement
2 = Axis is for looking up and down (pitch)
3 = Axis is for side to side movement
4 = Axis is for turning left and right (yaw)
Additionally, it can be designated as an absolute axis (like a joystick) or a relative axis (like the FPgaming trackball or the WingMan Warrior SpinControl). Absolute axes are defined as having a stopping position whereas relative axes don't have a stopping position and just go around and around. To designate this axis as a relative axis, add 16 to the above control number.
joyadvaxisx joystick integer 0 0 20 Controls mapping of DirectInput axis X (typically joystick left and right).
It can be set to the following controls:
0 = Axis not used
1 = Axis is for forward and backward movement
2 = Axis is for looking up and down (pitch)
3 = Axis is for side to side movement
4 = Axis is for turning left and right (yaw)
Additionally, it can be designated as an absolute axis (like a joystick) or a relative axis (like the FPgaming trackball or the WingMan Warrior SpinControl). Absolute axes are defined as having a stopping position whereas relative axes don't have a stopping position and just go around and around. To designate this axis as a relative axis, add 16 to the above control number.
This will not have any effect until joyadvanced is set to 1.0.
joyadvaxisy joystick integer 0 0 20 Controls mapping of DirectInput axis Y (typically joystick forward and backward).
It can be set to the following controls:
0 = Axis not used
1 = Axis is for forward and backward movement
2 = Axis is for looking up and down (pitch)
3 = Axis is for side to side movement
4 = Axis is for turning left and right (yaw)
Additionally, it can be designated as an absolute axis (like a joystick) or a relative axis (like the FPgaming trackball or the WingMan Warrior SpinControl). Absolute axes are defined as having a stopping position whereas relative axes don't have a stopping position and just go around and around. To designate this axis as a relative axis, add 16 to the above control number.
This will not have any effect until joyadvanced is set to 1.0.
joyadvaxisz joystick integer 0 0 20 Controls mapping of DirectInput axis Z (typically joystick throttle).
It can be set to the following controls:
0 = Axis not used
1 = Axis is for forward and backward movement
2 = Axis is for looking up and down (pitch)
3 = Axis is for side to side movement
4 = Axis is for turning left and right (yaw)
Additionally, it can be designated as an absolute axis (like a joystick) or a relative axis (like the FPgaming trackball or the WingMan Warrior SpinControl). Absolute axes are defined as having a stopping position whereas relative axes don't have a stopping position and just go around and around. To designate this axis as a relative axis, add 16 to the above control number.
This will not have any effect until joyadvanced is set to 1.0.
joyforwardsensitivity joystick float -1.0 Controls the ramp-up speed or how much joystick movement is required for moving "full speed" forward and backward.
joyforwardthreshold joystick float 0.15 Controls the dead-zone for moving forward and backward.
joypitchsensitivity joystick float 1.0 Controls the speed or ratio used when you look up and down.
joypitchthreshold joystick float 0.15 Controls the dead-zone for looking up and down.
joysidesensitivity joystick float -1.0 Controls the ramp-up speed or how much joystick movement is required for moving "full speed" side to side.
joysidethreshold joystick float 0.15 Controls the dead-zone for moving side to side.
joystick joystick boolean 0 0 1 Enables the use of a joystick.
joywwhack1 joystick boolean 0 0 1 This is one of the two variables which enable special response curves tuned for the Logitech Wingman Warrior joystick.
When enabled, this fixes a centering problem.
joywwhack2 joystick boolean 0 0 1 This is one of the two variables which enable special response curves tuned for the Logitech Wingman Warrior joystick.
When enabled, this fixes an "out of control" spin problem when using the joystick to turn or look left/right.
joyyawsensitivity joystick float -1 Controls the speed that or ratio used when you look left to right.
joyyawthreshold joystick float 0.15 Controls the dead-zone for looking left and right.
lambert video float 1.5 SP Sets the lambert level. Lambert is the player models lighting.
lightgamma cheat float 2.5 Sets the in game lightgamma. When a grenade explode in a area or you turn on your flashlight, the gamma of this area will go back to normal. If changed, it might crash the game.
loadas8bit audio boolean 0 0 1 Toggles the use of 8 bit sound, which is lowest quality. On = 8 Bit. Off = 16 Bit.
logsdir server string logs Defines the directory where the server logs will be created with the "log" command.
lookspring mouse boolean 0 0 1 Enables automatic view centering when Mouse Look is disabled (-mlook). It should be set during mouse look is enabled(+mlook). It also disable the up and down mouse movements.
lookstrafe mouse boolean 0 0 1 When enabled, the left/right mouse movements make you strafe instead of turn.
lservercfgfile server string listenserver.cfg Sets the config file which is loaded when the listen server start.
m_filter mouse boolean 0 0 1 Toggles mouse filter. Mouse filter smooths out mouse movements.
m_forward mouse float 1 It defines how fast you move forward/backward while moving your mouse. It Needs Mouse Look disabled to move forward/backward with your mouse.
m_pitch mouse float 0.022 0.022 0.022 Sets the sensitivity ratio of up and down mouse movements. Negative numbers causes inverted mouse movements. This can't be changed except from the options menu with "Reverted Mouse" who sets m_pitch to -0.022
m_side mouse float 0.8 It defines how fast you strafe while moving your mouse. It Needs lookstrafe 1 and Mouse Look Enabled(+mlook) to strafe with your mouse.
m_yaw mouse float 0.022 Sets the sensitivity ratio of left and right mouse movements. Negative numbers causes inverted mouse movements.
mapchangecfgfile server string This sets the config file which is loaded at each map change.
mapcyclefile server string mapcycle.txt This sets the file which will be used for the map cycle.
max_queries_sec server float 0.5 It's part of the rate limiting code to Out-Of-Band queries (i.e. players, info). It defines max queries per second per user (averaged over max_queries_window).
max_queries_sec_global server integer 10 It's part of the rate limiting code to Out-Of-Band queries (i.e. players, info). It defines max queries per second for all queries.
max_queries_window server integer 30 It's part of the rate limiting code to Out-Of-Band queries (i.e. players, info). It defines time window to average query rates over.
max_shells video integer 120 CS Maximum number of shells which can go out of all other player's weapon's at one time.
max_smokepuffs video integer 120 CS Maximum number of smoke puffs that go out the smoke grenades and your bullets (on the wall) at one time.
model video string barney Sets your model in Half-Life. Valid models names: barney, gina, gman, gordon, helmet, hgrunt, recon, robo, scientist, zombie.
motdfile server string motd.html Sets the file to use as message of the day (welcome screen).
mp3fadetime audio integer 2 This is how much seconds a mp3 will take to fade completely out using the "cd fadeout" command.
mp3volume audio float 0.8 0 Sets the Mp3's volume level.
mp_allowmonsters server boolean 0 0 1 Allow or not the spawning of monsters in multiplayer. (Half-Life only)
mp_autocrosshair interface boolean 0 0 1 HL If sv_aim is 1, this enables the red crosshair in multiplayer.
mp_autokick server boolean 1 CS Enable automatic team-killer banning and idle client kicking.
mp_autoteambalance server boolean 1 0 1 CS Toggles auto balancing of teams.
mp_buytime server float 1.5 0.25 CS Designate the desired amount of buy time for each round.
mp_c4timer server integer 45 15 90 CS C4 timer duration. Minimum of 15, maximum of 90. Value should be 35 sec in matches.
mp_chattime server integer 10 1 Amount of time in seconds players can chat after the game is over.
mp_consistency server boolean 1 0 1 This checks to see that the client connecting has not modified his models or sounds in order to give him an unfair advantage. For some models, it check only the size, to see if it don't exceed the hitboxes. But this doesn't check all models/sounds/... Some exploitable one are still here like the smoke sprite. (to gain no smoke)
mp_decals video integer 300 It sets the maximum decals (Spray logo, bullet holes, grenade scorch, blood on ground) VISIBLE on the screen. It has to be set before connection to server. It's not the same as r_decals.
mp_defaultteam server boolean 0 0 1 HL If this is set to 1, then players are forced on to the first team (team index 0) when they join. Otherwise, they are forced to join the team with fewest players. If they are forced to join the first team by the map (mp_defaultteam 1), then players are not allowed to change teams during that map (unless the map changes their team for them). This is one of the map properties, so the map will automatically set the cvar value depending of what the mapper chose.
mp_fadetoblack server boolean 0 0 1 CS When set to 1, player's screen fades to black for the remainder of the round when he dies (hud still works normally so player can chat and see the scores, etc.) Overrides mp_forcechasecam
mp_falldamage server boolean 0 0 1 HL Enables realistic fall damage in Half-Life.
mp_flashlight server boolean 0 0 1 Set to 1 to enable the use of flashlights, 0 to disable.
mp_footsteps server boolean 1 0 1 Set to 1 to enable footsteps, 0 to disable.
mp_forcecamera server integer 0 0 3 CS This cvar was added in CS 1.4, and seems to be exactly the same as mp_forcechasecam. If mp_forcecamera and mp_forcechasecam are both set to an other value than 0, mp_forcecamera will be ignored and mp_forcechasecam value will be used instead.
0 You can spectate anyone
1 You can spectate teammates only + No Free Look
2 Only first person mode is allowed
3 You can spectate teammates only (Free Look works)
mp_forcechasecam server integer 0 0 3 CS This cvar seems to be exactly the same as mp_forcechasecam. If mp_forcecamera and mp_forcechasecam are both set to an other value than 0, mp_forcecamera will be ignored and mp_forcechasecam value will be used instead.
0 You can spectate anyone
1 You can spectate teammates only + No Free Look
2 Only first person mode is allowed
3 You can spectate teammates only (Free Look works)
mp_forcerespawn server boolean 0 0 1 HL If enabled, players will automatically respawn when killed.
mp_fraglimit server integer 0 If set to something other than 0, when anybody's scored reaches mp_fraglimit the server changes map.
mp_fragsleft server integer 0 mp_fragsleft is the number of frags left, if you have set mp_fraglimit. You just type mp_fragsleft in server console, and it tells you the number of frags left depending of mp_fraglimit.
NOTE: mp_fraglimit doesn't exist in CS, and seems to only work in Half-Life.
mp_freezetime server integer 6 CS The length in seconds of the Freeze period at the beginning of rounds. Set to 0 to disable.
mp_friendlyfire server boolean 0 0 1 Set to 1 to enable friendly fire, 0 to disable.
mp_ghostfrequency server float 0.1 CS Ghost update period. How long in seconds until the next update. In cs beta 5.0, you could see the free-look spectators moving when you were dead (they were called ghosts). But the ghosts were removed after. This cvar doesn't have any effect now.
mp_hostagepenalty server integer 13 CS Max. number of hostages you can kill before the server boots you out... setting this to 0 will shut off this command.
mp_kickpercent server float 0.66 0.0 1.0 CS Sets the percentage of teammates it takes to vote off a player.
mp_limitteams server integer 2 CS Maximum number of players that one team can have over the other. To entirely disable team limiting, set to 0.
mp_logdetail server integer 0 0 1 CS Bitwise cvar to set the level of detail for logging attacks.
0 = Log no attacks
1 = Log enemy attacks
2 = Log teammate attacks
3 = Log enemy AND teammate attacks
mp_logecho server boolean 1 0 1 If enables, server log messages are being displayed into server console.
mp_logfile server boolean 1 0 1 Enables the logging of server console into a file in logs/ folder.
mp_logmessages server boolean 1 0 1 CS Used for server admins to spit out chat messages in their log files.
mp_mapvoteratio server float 0.66 0.0 1.0 CS Set the ratio of players required to vote on the same map before a map will change. The default is 0.66 , which means that 66% of the players on a server must vote on the same map in order for the server to change to that map.
mp_maxrounds server integer 0 CS Maximum number of rounds to be played on a map, leave at 0 to obey mp_timelimit.
mp_mirrordamage server boolean 0 0 1 CS This CVar doesn't have any effect. It's in CS since the first betas versions. It's not even in the CS Manual part with CS Specific cvars. This was probably going to be a function for when you attack teammates, it mirrors the damages on you and they take no damage. The original creators of CS, probably didn't finish the code of it or forget about it.
mp_playerid server integer 0 0 2 CS Toggles what information players see in the status bar
0 everyone: players see all names listed in the status bar (with appropriate
team colors)
1 team only: players only see names for their teammates and hostages in the
status bar
2 off: players do not see any names in the status bar (hostages included)
mp_roundtime server float 5 1 9 CS Min round time is 1 min. Max round time is 9 min. Supports partial minutes (1.5 is 90 seconds).
mp_startmoney server integer 16000 0 16000 CS Sets the amount of money players start with.
mp_teamlist server string robo;hgrunt HL This defines the team names in HLDM depending of the models. Put nothing to allow all teams. List of valid team names: barney, gina, gman, gordon, helmet, hgrunt, recon, robo, scientist, zombie
mp_teamoverride server boolean 0 0 1 HL Allows maps to override the server's mp_teamlist.
mp_timeleft server integer 0 mp_timeleft is the number of time left before the map changes, if you have set mp_timelimit. You just type mp_timeleft in server console, and it tells you the number of time left depending of mp_timelimit.
NOTE: mp_timeleft only work in Half-Life. It's useless in CS because of the client console command "timeleft" which do exactly the same.
mp_timelimit server integer 0 Period between map rotations.
mp_tkpunish server boolean 0 0 1 CS If set to 1, TK'ers will be auto-killed next round.
mp_weaponstay server boolean 0 0 1 HL This forces weapons to immediately respawn after one player has picked them up, allowing the next player to be able to immediately grab weapons.
mp_windifference server integer 1 CS It is used by CS for determining delta between T and CT wins for applying victory logic.
mp_winlimit server integer 0 CS Will cycle the map after one team reaches this many wins.
name string Player Sets your name.
net_graph netcode integer 0 0 3 Enables the use of a net_graph. It displays information about your settings, ping, fps, etc. dependent on the type of net graph. For more information read this.
net_graphpos netcode integer 0 0 2 Sets the position of net_graph.
0 = right
1 = center
2 = left
net_graphwidth netcode integer 192 Sets the width of net_graph. Higher number is wider net_graph.
net_scale netcode integer 5 Sets the amount of bytes shown per pixel in net_graph.
net_showdrop connection boolean 0 0 1 Shows a message in console when a packet is dropped. This is for both client and server.
net_showpackets connection boolean 0 0 1 Shows incoming/outgoing packets. This is for both client and server.
nosound Sound boolean 0 0 1 Should disable all sound, except for certain sounds like the footstep sound when a bullet ricochets.
password connection string Sets the password of the server you want to connect to. This cvar is changed automatically when you enter a passworded server by the server browser.
pausable server boolean 0 0 1 Allow or not the players to pause the game using the pause command.
port server integer 27015 Sets the port to use for your server.
r_aliastransadj video integer 100 SFT
r_aliastransbase video integer 200 SFT
r_ambient_b video integer 0 0 255 SP SFT Artificially shifts the lighting of the current world by the value to blue.
r_ambient_g video integer 0 0 255 SP SFT Artificially shifts the lighting of the current world by the value to green.
r_ambient_r video integer 0 0 255 SP SFT Artificially shifts the lighting of the current world by the value to red.
r_bmodelinterp video boolean 1 0 1 OGL SFT Controls whether moving brush models interpolate their positions (smooths presentation).
r_cachestudio video boolean 1 0 1 Determines whether to cache studio model "hulls" for quicker tests - the cache has a limited size/lifespan. This is a perf optimization.
r_cullsequencebox video boolean 1 0 1 OGL SFT In multiplayer, if set then instead of just testing of bbox is on back side of viewer, we check the entire frustum for the current animations extents (sequence box).
r_decals video integer 4096 OGL It sets the decals (Spray logo, bullet holes, grenade scorch, blood on ground) limit. If higher than mp_decals, it will be set to mp_decals value (It's reset to mp_decals value when connecting to server). It's not the same as mp_decals.
r_detailtextures video boolean 0 0 1 OGL Turn on/off Detailed Textures. In cs 1.6 by default there are detailed textures only for Cobble.
r_drawentities video integer 1 0 5 SP OGL SFT Controls drawing of entities/models.
0 = no entities
1 = Default and draws entities normally
2 = entities drawn as skeletons
3 = entities drawn each bone having a bounding box
4 = entities drawn with box
5 = individual box for player and weapon NOTE: works only in SOFTWARE-mode
OpenGL : Single Player Only
SoftWare : Multi Player
r_drawflat video boolean 0 0 1 SP SFT With "r_drawflat 1", we see how the engine has to break up the surfaces to draw them. I think it's used by mappers.
r_draworder video boolean 0 0 1 SP SFT WallHack that show what is calculated through walls, used by mappers to improve map performances.
r_drawviewmodel video boolean 1 0 1 OGL SFT Toggle the view of the weapon model.
r_dspeeds video boolean 0 0 1 SFT 0 = Do not display renderer speed statistics.
1 = Display renderer speed statistics.(Need developer 1)
r_dynamic video boolean 1 0 1 SP OGL Dynamic lighting is when lighted objects create projections on the walls or objects around them(example: rockets in half-life). You will gain performance by disabling this. But since a HL update it's locked to 1 in multi-player.
r_fullbright video integer 0 0 4 SP OGL SFT Setting this to "1" means no lightmaps and would render all textures without any dynamic shadings/lighting (so what you get are brightly lit textures, so much so that even the flashlight's beam is invisible).
Setting to "2" would mean only lightmaps (all models are gouraud-shaded minus textures).
NOTE : THE PARTICULAR VALUES ARE NOT FOR OPENGL, ONLY FOR SOFTWARE MODE.
Okay, this might be useful for mappers.
Setting to "3" means only lightmaps but with offset grid.
Setting to "4" is like "3" but would also show the mip level of each surface relative to the player.
r_glowshellfreq video integer 2.2 OGL SFT It sets the glowing frequency of player models. Player models are glowed by server plugins. For example the respawn protection in deathmatch.
r_graphheight video integer 10 SFT Adjusts height of graph. See r_timegraph
r_lightmap video integer 0/-1 SP SFT This seem to only work in Software mode:
Software:r_lightmap 1 = Remove all the lights of the map, what you just see is the sky.
r_lightstyle video integer -1 SFT r_lightstyle 1 remove all the lights of the maps, but you can still see ennemies and sky.
r_luminance video boolean 0 0 1 SP SFT r_luminance 1 makes all the map look blue/green.
r_maxedges video integer 7200 7200 SFT This variable sets the maximum number of plane surface edges to be rendered.
r_maxsurfs video integer 2000 2000 SFT This variable sets the maximum number of plane surfaces to be rendered.
r_mirroralpha video boolean 1 0 1 Mirror reflection effect. Obsolete and not supported.
r_mmx video boolean 0 0 1 SFT
r_norefresh video boolean 0 0 1 OGL Disables the refreshing of the world and HUD.
r_novis video boolean 0 0 1 SP OGL First you have to know what is VIS:
VIS is short for Visible Information Set. This generates what can and can't be seen from certain locations in the map. Half-Life will then use this information when running the game to help speed up rendering, by only drawing what the player can see.
If r_novis is 1 (enabled), it would disable the VIS and would calculate everything in the map like the player can see everything. You can try with gl_wireframe 2 to see the effect.
r_numedges video boolean 0 0 1 SFT Shows number of edges displayed at a time.
r_numsurfs video boolean 0 0 1 SFT Shows number of brush planes displayed at a time.
r_polymodelstats video boolean 0 0 1 SP SFT Displays number of polygon models shown
r_reportedgeout video boolean 1 0 1 SFT It toggles the display of how many edges where not displayed. Only works with developer 1.
r_reportsurfout video boolean 1 0 1 SFT It toggles the display of how many surfaces where not displayed. Only works with developer 1.
r_speeds video boolean 0 0 1 OGL SFT Used by mappers to see the epoly and wpoly value for map performances.
r_timegraph video boolean 0 0 1 SFT Toggles display of graph showing time to draw screen. It's like net_graph but for FPS only.
r_traceglow video boolean 0 0 1 Turns on the occlusion calculations. If enabled, light halos (made by env_glow entity) and some explosions sprites won't be seen through AI Players (hostages in CS, scientists and monsters in HL) when behind them.
r_wadtextures video boolean 0 0 1 OGL SFT r_wadtextures is used for enabling wether or not to allow included wad textures.
r_wateralpha video boolean 1 0 1 OGL r_wateralpha 1 enables water alpha-blending(the default). To disable it (0), r_novis must be on. Disabling would allow you to see, from above water, everything beneath the surface of water (which in effect renders the water surface absolutely transparent.) This doesn't work with Half-Life 1 Engine. To get transparent water, mappers have to use the func_water entity.
r_waterwarp video boolean 1 0 1 SFT If 0 then there is no wave effect while being under water.
Use 0 for more visibility in water.
rate netcode integer 20000 1000 100000 This is how many bytes per seconds the server send and receive from the client. For internet games only (sv_lan 0), except if sv_lan_rate < 1001 on a LAN game (sv_lan 1).
rcon_address connection string This is to allow clients to remotely connect to a server/HLTV and use the rcon commands without even being in-game. Set it to the server's IP without the port-number (1.2.3.4).
rcon_password server string It sets the rcon password on the server for the administrators to be able to use admins commands/cvars. The administrators have also to set rcon_password in their client console to be able to use admins commands/cvars with the rcon command.
rcon_port connection integer 0 The port that a client can connect remote to a server through. See rcon_address.
room_type sound integer 0 0 28 Mappers use this to make echos in their map, this is changed automatically when the player enters in a zone with the env_sound entity.
Different values:
0 = Normal (off)
1 = Generic
2 = Metal Small
3 = Metal Medium
4 = Metal Large
5 = Tunnel Small
6 = Tunnel Medium
7 = Tunnel Large
8 = Chamber Small
9 = Chamber Medium 10 = Chamber Large
11 = Bright Small
12 = Bright Medium
13 = Bright Large
14 = Water 1
15 = Water 2
16 = Water 3
17 = Concrete Small
18 = Concrete Medium
19 = Concrete Large 20 = Big 1
21 = Big 2
22 = Big 3
23 = Cavern Small
24 = Cavern Medium
25 = Cavern Large
26 = Weirdo 1
27 = Weirdo 2
28 = Weirdo 3
s_show interface boolean 0 0 1 SP Shows on screen what sounds are played.
scr_centertime interface integer 2 The amount of time in seconds that center-screen messages stay up. (Example: "Terrorists Win!" message). Note that this only works if set before a message is printed, but not while it is on the screen.
scr_connectmsg interface string This is the first line of a small message in white text that is drawn on a black box at the bottom center of your screen. It is usually only visible while connecting to servers since everything is drawn over-top of it. Also visible with r_norefresh 1 or when clipping outside of the map. Depending on your hand model when disconnecting from a server, it may only be partially visible when connecting to another.
scr_connectmsg1 interface string The second line of the Connnect-Message box. See scr_connectmsg.
scr_connectmsg2 interface string The third line of the Connnect-Message box. See scr_connectmsg.
scr_ofsx video integer 0 SP This sets your view origin offset on the X axis.
scr_ofsy video integer 0 SP This sets your view origin offset on the Y axis.
scr_ofsz video integer 0 SP This sets your view origin offset on the Z axis.
sensitivity mouse float 3 1 20 Sets the sensitivity of the mouse.
servercfgfile server string server.cfg Sets the config file which is loaded when the server start. Only for dedicated servers.
sk_* integer SP All cvars starting by sk_ control the HL monsters health and weapons damages for each of the three skill levels (See the "skill" cvar). Example : sk_12mm_bullet3 is how much damage the 12mm does with the skill level 3.
skill integer 1 1 3 Sets the difficulty setting in Half-Life single player mode (this is automatically set when you choose the difficulty on the new game menu).
1 : Easy
2 : Medium
3 : Hard
snd_noextraupdate audio boolean 1 0 1 If enabled, disallows "extra" sound updates which can occur during rendering or other potentially slow framerate situations.
spec_autodirector spectator boolean 1 0 1 HL It enables Auto Director spectator mode.
Auto Director automatically moves the camera depending of where the player is looking at.
This is working for Free Chase Cam, Locked Chase Cam & Chase Map Overview. (Same as spec_autodirector_internal for CS, CZ & DoD).
spec_autodirector_internal spectator boolean 1 0 1 CS It enables Auto Director spectator mode.
Auto Director automatically moves the camera depending of where the player is looking at.
This is working for Free Chase Cam, Locked Chase Cam & Chase Map Overview. spec_autodirector (cmd) toggles this CVar. This is only in CS, CZ & DoD.
spec_drawcone spectator boolean 1 0 1 HL Toggles 90-degree orange view cone on overview mode that show where you are looking in spec mode (Same as spec_drawcone_internal for CS, CZ & DoD).
spec_drawcone_internal spectator boolean 1 0 1 CS Toggles 90-degree orange view cone on overview mode that show where you are looking in spec mode. spec_drawcone (cmd) toggles this CVar. This is only in CS, CZ & DoD.
spec_drawnames spectator boolean 1 0 1 HL Toggles drawing names on overview mode (Same as spec_drawnames_internal for CS, CZ & DoD).
spec_drawnames_internal spectator boolean 1 0 1 CS Toggles drawing names on overview mode. spec_drawnames (cmd) toggles this CVar. This is only in CS, CZ & DoD.
spec_drawstatus spectator boolean 1 0 1 HL Toggles the game informations (Current map, game time, ...) which show at the top right of your screen in spectator mode (Same as spec_drawstatus_internal for CS, CZ & DoD).
spec_drawstatus_internal spectator boolean 1 0 1 CS Toggles the game informations (Current map, game time, ...) which show at the top right of your screen in spectator mode. This is only CS, CZ & DoD and it no longer works in those games since Steam.
spec_mode_internal spectator integer 1 1 6 CS Changing this during you play doesn't have any effect. You have to change it before you enter a server. It sets the first spectator mode you have when you enter in spectator mode (when you are dead or you are spectator). This is automatically changed when you change your spectator mode with the JUMP key, the spec menu or the spec_mode command.
Values:
1 : Locked Chase Cam
2 : Free Chase Cam
3 : Free Look
4 : First Person
5 : Free Map Overview
6 : Chase Map Overview
This is only in CS & CZ.
spec_pip spectator integer 0 0 5 Sets the picture-in-picture spectator mode.
0 : Disabled
1 : Player Chase Cam
2 : First Person
3 : Chase Map Overview (Zoomed out)
4 : Chase Map Overview (Zoomed in)
5 : Buggy mode (You see view cone sprites + player view sprites like on the map overview, but it works in third person etc...)
spec_scoreboard interface boolean 0 0 1 CS Toggles the scoreboard on/off. "togglescores" (command) toggles this CVar. This is a spec CVar but you don't need to be spectator to use it. This is only in CS, CZ & DoD.
suitvolume sound float 0.25 0.0 2.0 Sets the volume of the HEV suit sounds in Half-Life.
sv_accelerate server integer 5 5 5 Sets the acceleration speed. Is locked(in CS only), so it automaticly switches back to default (5). But in HL you can change it and the default value is 10.
sv_aim server boolean 0 0 1 Enables auto-aim (When your crosshair is near a enemy). Only works in Half-Life.
sv_airaccelerate server integer 10 It sets how fast you accelerate in air. Use 100 for surf_ maps.
sv_allowdownload server boolean 1 0 1 Enables the server from downloading any content to the client (maps, sprays and related)
sv_allowupload server boolean 1 0 1 Allows clients sending custom sprays to the server.
sv_alltalk server boolean 0 0 1 Allow dead players to communicate via voice chat to alive players. Also allow players to communicate with opposite team/spectators.
sv_bounce server boolean 1 0 1 Controls collision response for "flying" projectiles when they hit slopes.
sv_cheats cheat boolean 0 0 1 This command enables the use of cheat cvars, like impulse 101 (16000 money) or impulse 102 (blood). All the cvars that are under category "cheat" in the cvarlist work only if this is enabled.
sv_clienttrace server integer 1 sv_clienttrace sets the bounding box of the player for collisions (with world objects). This is not the same as setting the size of the hitbox (used for bullet hits). This can't be changed in CS, it's forced to 1. Value can differs with others HL Mods. (3.5 is used in DoD, etc...)
sv_contact server string It's used to set the server's owner e-mail.
sv_downloadurl server string Setting this CVAR will allow Clients to download Custom Content via HTTP instead of
sourcing the content from the game server, much faster.
Set this to "" (null string) to convert back to normal downloads.
sv_enableoldqueries server boolean 0 0 1 Setting "sv_enableoldqueries" to 1 allows old style (no challenge/response) queries to work (it allows you to use the old HL1 Engine Master Server Query Protocol). This should be left OFF now because web server browsers, etc... are using new server queries.
sv_filetransfercompression server boolean 1 0 1 Enables the server from compressing & sending compressed content to the client.
sv_filterban server boolean 1 0 1 It sets packet filtering by IP mode. If disabled, everybody will be like IP-Banned, but their IP won't be added to banlist.
sv_friction server integer 4 It controls the ground friction. This is locked to 4 in CS and can't be changed.
sv_gravity server integer 800 12000 Sets the gravity. Lower value is lower gravity. You keep being in the air with sv_gravity 0, and can't jump with sv_gravity 12000. With negatives values, same effect as sv_gravity 0, but it jumps really faster.
sv_instancedbaseline server boolean 1 0 1 Enables server to create and use "instanced" baselines (for things like grenades, etc., which don't have good baselines because they are not placed on the .map file).
sv_lan server boolean 0 0 1 It enables LAN server mode (no heartbeat, no authentication, class C). Only people from your local network can join.
sv_lan_rate server integer 20000 1001 20000 It specifies the rate to use for all clients on a lan server (sv_lan 1), default is 20000. If sv_lan_rate < 1001, it will be ignored and "rate" (client side) will be used.
sv_log_onefile server boolean 0 0 1 It determines whether one log file is created (total) or one log file for each map change, which is how it currently is. The default is the current behavior (one for each map change).
sv_log_singleplayer server boolean 0 0 1 If enabled, log files will be created for single player games. Need logging to be enabled of course (log on).
sv_logbans server boolean 0 0 1 It turns the logging of player bans on and off. Default is 0 (off).
sv_logblocks server boolean 0 0 1 It's part of the rate limiting code to Out-Of-Band queries (i.e. players, info). It logs which IP addresses have been blocked by this code. See also max_queries_* cvars.
sv_maxrate server integer 0 1000 100000 This set the maximum bytes per seconds the server can send to the client. 0 = unlimited. For internet games only (sv_lan 0), except if sv_lan_rate < 1001 on a LAN game (sv_lan 1).
sv_maxspeed server integer 320 1 Sets the maximum speed. In CS it doesn't change anything after 260, because of the weapon's speed(You go faster with scout, which is 260). For more info see the forum.
sv_maxunlag server float 0.5 Sets the maximum amount of seconds that the netcode compensates for someone's ping (sv_unlag need to be enabled). The netcode will compensate for 500ms by default.
sv_maxupdaterate server integer 30 10 This is the maximum amount of updates per second the server is able to send to the client (See cl_updaterate).
sv_maxvelocity server integer 2000 It sets the maximum velocity of any moving object.
sv_minrate server integer 0 1000 100000 This set the minimum bytes per seconds the server can send to the client. 0 = unlimited. For internet games only (sv_lan 0), except if sv_lan_rate < 1001 on a LAN game (sv_lan 1).
sv_minupdaterate server integer 10 10 This is the minimum amount of updates per second the server is able to send to the client (See cl_updaterate).
sv_newunit server boolean 0 0 1 Used to clear out savegame data of previous levels to keep the savegame size as small as possible. This is used in Half-Life single player maps. No need to modify this CVar, the mappers have to set this in the worldspawn entity.
sv_password server string Sets the password for the server. People, who want to connect to the server, needs the password.
sv_proxies server integer 1 This is to allow HLTV proxy servers to connect to your server. It sets how much HLTV proxies will be able to connect to your server. HLTV proxies take up server slots, so make sure you take that into account before enabling this.
sv_rcon_banpenalty server integer 0 Number of minutes to ban users who fail rcon authentication. (0=permanent)
sv_rcon_maxfailures server integer 10 Max number of times a user can fail rcon authentication before being banned. It's similar to sv_rcon_minfailures except this setting doesn't rely on sv_rcon_minfailuretime.
sv_rcon_minfailures server integer 5 Number of times a user can fail rcon authentication in sv_rcon_minfailuretime's time before being banned.
sv_rcon_minfailuretime server integer 30 Amount of time (seconds) failed rcon attempts must occur within for the ban to be applied.
sv_region server integer -1 This is for the server browser filters, to set in which region the server should be shown.
eastcoast - sv_region 0
westcoast - sv_region 1
south america - sv_region 2
europe - sv_region 3
asia - sv_region 4
australia - sv_region 5
middle east - sv_region 6
africa - sv_region 7
world - sv_region 255
sv_restart server integer 0 CS Sets the amount of seconds before the server restarts the game. This will reset all frags, scores, weapons and money to default. Use this to coordinate clan matches. It's the same as sv_restartround.
sv_restartround server integer 0 CS Sets the amount of seconds before the server restarts the game. This will reset all frags, scores, weapons and money to default. Use this to coordinate clan matches. It's the same as sv_restart.
sv_send_logos server boolean 1 0 1 Enables the server from sending custom sprays to the clients. sv_send_logos 1 requires sv_allowdownload 1 to work.
sv_send_resources server boolean 1 0 1 This cvar controls whether resources are propagated to clients.
sv_skycolor_b server integer 0 0 255 It sets the sky color blue value.
sv_skycolor_g server integer 0 0 255 It sets the sky color green value.
sv_skycolor_r server integer 0 0 255 It sets the sky color red value.
sv_skyname server string desert It sets the name of the sky that should be used for the current map (players need to reconnect if you change it through this cvar to see the new sky). Mappers can set a specific sky for their map and it auto-set this cvar. If nothing is set, the sky will be the default one : desert
sv_skyvec_x server float 0 It sets the sky x-axis orientation.
sv_skyvec_y server float 0 It sets the sky y-axis orientation.
sv_skyvec_z server float 0 It sets the sky z-axis orientation.
sv_spectatormaxspeed server integer 500 Sets the maximum speed a spectator can move.
sv_stats server boolean 1 0 1 Determines whether or not to collect server CPU usage stats. Use the command "stats" to view the CPU usage data collected by this.
sv_stepsize server integer 18 This is used to determine the maximum height of which you can walk up, without jumping. When set to a high number, you can walk over very tall objects. When set to a small number you can not walk up the littlest step.
sv_stopspeed server integer 75 It sets the minimum stopping speed when on ground. In Half-Life and others mods, the default value is 100. But in CS, it's locked at 75, if you change it it will always comes back to 75.
sv_timeout server integer 60 Controls how long before the server disconnects a client that has stopped responding (He can just be AFK).
sv_unlag server boolean 1 0 1 It allows the clients to use lag compensation. Leave this ON.
sv_unlagsamples server integer 1 Sets the amount of packets that will be averaged to find the ping to compensate for (sv_unlag need to be enabled).
Examples:
sv_unlagsamples 1
The server will calculate the ping from the last
sample. (default)
sv_unlagsamples 2
The server will calculate the ping from the
average of the last two samples.
sv_uploadmax server float 0.5 It limits the max size (in MB) a client can use for a custom resource (i.e spray decals)
sv_version server string Default is 1.1.2.0/2.0.0.0,47,3647.
This is some server version infos. Those are the numbers which show up when you type "version".
For example here:
1.1.2.0/2.0.0.0 should be the game version/mod version. But, we all know CS is version 1.6, but it shows 1.1.2.5/2.0.0.0. On others mods it shows 1.1.2.5/2.0.0.0 too or 1.1.2.0/2.0.0.0, except CZ where it's 1.0.0.2/2.0.0.0.
47 is the protocol version.
3647 is the build version.
sv_visiblemaxplayers server integer -1 This how much server slots are visible from the server browser. This is used to keep slots for admins. They have to use the connect command to join a hidden slot. But without a mod/plugin, anybody can join the hidden slot.
sv_voiceenable server boolean 1 0 1 It enables the voice comms.
sv_wateraccelerate server 10
sv_wateramp server float 0 It amplifies the water's waves (in maps with water of course). This cvar auto-set gl_wateramp (it's the same but client-side) on all clients.
sv_waterfriction server 1
sv_zmax server integer 4096 Sets the size of the Z-buffer. This is the max viewable distance. Mappers can set the value they want in their map (with the worldspawn entity) and it automatically changes this cvar on map load. It changes the value of gl_zmax of any client who connects to the server. VALVe added this cvar because with gl_zmax 0 you could see through walls, so client is forced to use the server's value and can't modify gl_zmax. This can only be used in multi player on Dedicated servers (it's only working in single player for Listen servers).
sys_ticrate server integer 100 0 1000 This command sets the maximum "frames" per second the server can calculate.
texgamma cheat float 2.0 0 Sets the texture gamma amount.
tfc_newmodels video boolean 1 0 1 HL This enables the new player models in TFC.
topcolor video integer 0 0 255 Sets the top color of your model in Half-Life that others see.
traceralpha video float 0.5 0.0 1.0 This sets the transparency of the tracers. Tracers only work in HL with the 9mm weapon and also in some others mods. There are no tracers in CS.
tracerblue video float 0.4 0.0 1.0 This sets the blue value of the tracers. Tracers only work in HL with the 9mm weapon and also in some others mods. There are no tracers in CS.
tracergreen video float 0.8 0.0 1.0 This sets the green value of the tracers. Tracers only work in HL with the 9mm weapon and also in some others mods. There are no tracers in CS.
tracerlength video float 0.8 0.0 1.0 This sets how long are the tracers. Tracers only work in HL with the 9mm weapon and also in some others mods. There are no tracers in CS.
traceroffset video integer 30 This sets how far of your weapon the tracers will appear. Tracers only work in HL with the 9mm weapon and also in some others mods. There are no tracers in CS.
tracerred video float 0.8 0.0 1.0 This sets the red value of the tracers. Tracers only work in HL with the 9mm weapon and also in some others mods. There are no tracers in CS.
tracerspeed video integer 6000 This sets the speed of the tracers. Tracers only work in HL with the 9mm weapon and also in some others mods. There are no tracers in CS.
v_centermove mouse float 0.150 0 Sets the distance to walk before your view centers when -mlook and lookspring 1 are active.
v_centerspeed mouse integer 500 It defines how fast your crosshair is centered at the middle of your screen when having mouse look disabled(-mlook) and lookspring 1.
v_dark interface boolean 0 0 1 Setting this to 1 causes the level to fade in from black upon initial load.
vgui_emulatemouse interface boolean 0 0 1 This forces mouse cursor emulation (this may be useful for older graphics cards which display a flickering mouse cursor or no mouse cursor at all).
viewsize video integer 120 30 120 It sets the size of your in-game screen in software mode.
violence_ablood video boolean 1 0 1 Toggles alien's blood.
violence_agibs video boolean 1 0 1 Toggles alien's gibs.
violence_hblood video boolean 1 0 1 Toggles human's blood.
violence_hgibs video boolean 1 0 1 Toggles human's gibs.
voice_enable voice boolean 1 0 1 Enables voice communication through microphone.
voice_fadeouttime voice float 0.1 0 The amount in seconds a player's voice fades out at the end of saying something on the microphone. This is so the transition to when they stop talking sounds smoother. Put this at 0 if you want to play sounds using HLSS/HLDJ, since this makes the music fade and sound muffled after a song has been playing continuously.
voice_forcemicrecord voice boolean 1 0 1 It sets the recording device to Wave Out Mix, instead of Line 1/Mic.
The HL engine tries to make sure the mixer control settings are set properly when the game runs, but not all soundcards work the same way, especially very high-end sound cards like Audigy 2ZS pro cards. If you are having problems with your mic not working after you start a game, try setting this to 0.
voice_inputfromfile voice boolean 0 0 1 When set to one and you use +voicerecord, this will not record your voice but rather play a WAV file from your cstrike/voice_input.wav.
voice_loopback voice boolean 0 0 1 When enables it and talk on your microphone, this loops back your own voice so you can hear yourself talk.
voice_recordtofile audio boolean 0 0 1 Records your voice to a file when set to 1 and you talk on your microphone. The two files are voice_decompressed.wav (contains no actual sound) and voice_micdata.wav (you speaking).
voice_scale voice float 1 0 This set how loud are the voices of the others players when they talk (also your voice if you use voice_loopback).
volume audio float 0.2 0 Sets the sound's volume level.
waterroom_type audio integer 14 0 28 Sets the room_type under water, for type descriptions, see room_type. Set to 0 for clean sound under water.
zoom_sensitivity_ratio mouse float 1.2 Defines the sensitivity ratio when zooming.