Lista de CS: GO Cvars 6
Name |
Value |
Help Text |
CHEAT |
cmd |
Dumps the weapon view model cache contents |
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cmd |
Dumps the weapon world model cache contents |
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2 |
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CHEAT |
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0 |
The MOTD file to load. |
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cmd |
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cmd |
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cmd |
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cmd |
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cmd |
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cmd |
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cmd |
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cmd |
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cmd |
Fixup corrupted .wav file if engine crashed during startmovie/endmovie, etc. |
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0 |
amount of money awared to every player after each round |
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1 |
Kick idle/team-killing/team-damaging players |
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1 |
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cmd |
Lists recent backup round files matching the prefix, most recent files first, accepts a numeric parameter to limit the number o |
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1 |
Whether to automatically pause the match after restoring round data from backup |
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cmd |
Loads player cash, KDA, scores and team scores; resets to the next round after the backup |
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1 |
If enabled will keep in-memory backups to handle reconnecting players even if the backup files aren't written to disk |
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0 |
If set then server will save all played rounds information to files filename_date_time_team1_team2_mapname_roundnum_score1_scor |
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0 |
Every time a backup file is written the value of this convar gets updated to hold the name of the backup file. |
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0 |
If set then server will save all played rounds information to files named by this pattern, e.g.'%prefix%_%date%_%time%_%team1%_ |
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1 |
Whether players can purchase grenades from the buy menu or not. |
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0 |
When set, players can buy anywhere, not only in buyzones. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists. |
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0 |
When set, players can buy when immune, ignoring buytime. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists. |
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90 |
How many seconds after round start players can buy items for. |
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45 |
how long from when the C4 is armed until it blows |
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15 |
After a competitive match finishes rematch voting extra time is given for rankings. |
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0 |
The default grenades that the CTs will spawn with. To give multiple grenades, separate each weapon class with a space like thi |
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0 |
The default melee weapon that the CTs will spawn with. Even if this is blank, a knife will be given. To give a taser, it shou |
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0 |
The default primary (rifle) weapon that the CTs will spawn with |
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0 |
The default secondary (pistol) weapon that the CTs will spawn with |
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1 |
Whether c4 is droppable |
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1 |
Drop defuser on player death |
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2 |
Which grenade to drop on player death: 0=none, 1=best, 2=current or best |
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1 |
Which gun to drop on player death: 0=none, 1=best, 2=current or best |
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1 |
Determines whether a player can early-out of the deathcam. |
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-1 |
If the map doesn't define an objective (bomb, hostage, etc), the value of this convar will declare the winner when the time run |
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0 |
How to allocate defusers to CTs at start or round: 0=none, 1=random, 2=everyone |
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cmd |
Prevents a userid from being auto-kicked |
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1 |
Whether to display and score player assists |
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30 |
Maximum time the bonus time will last (in seconds) |
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30 |
Minimum time the bonus time will last (in seconds) |
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50 |
Percent of points additionally awarded when someone gets a kill with the bonus weapon during the bonus period. |
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40 |
Maximum time a bonus time will start after the round start or after the last bonus (in seconds) |
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30 |
Minimum time a bonus time will start after the round start or after the last bonus (in seconds) |
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0 |
Whether or not to do a warmup period at the start of a match in an offline (bot) match. |
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1 |
Whether or not to do a warmup period at the start of a match. |
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cmd |
Prints round timers to the console for debugging |
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20 |
If mp_endmatch_votenextmap is set, players have this much time to vote on the next map at match end. |
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1 |
Whether or not players vote for the next map at the end of the match when the final scoreboard comes up |
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1 |
If set, always keeps the current map in the listof voting options. If not set, the current map is not guaranteed to be in the |
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0 |
Players don't get to choose what team they are on, it is auto assinged. |
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15 |
The amount of time a player has on the team screen to make a selection before being auto-teamed |
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1 |
Restricts spectator modes for dead players. 0 = Any team. 1 = Only own team. 2 = No one; fade to black on death (previously mp_ |
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cmd |
Force all players to respawn. |
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cmd |
Forces team to win |
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0 |
Determines whether armor and helmet are given automatically. |
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6 |
how many seconds to keep players frozen when the round starts |
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0 |
Allows team members to injure other members of their team |
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2 |
If mp_ggprogressive_use_random_weapons is set, this is the number of kills needed with each weapon |
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15 |
Number of seconds to delay before restarting a round after a win in gungame progessive |
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1 |
If set, selects random weapons from set categories for the progression order |
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1 |
Number of bonus upgrades to award the CTs when they defuse a gun game bomb |
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1 |
Number of bonus upgrades to award the Ts when they detonate a gun game bomb |
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4 |
Kill points required in a round to get a bonus flash grenade |
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3 |
Kill points required in a round to get a bonus HE grenade |
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5 |
Kill points required in a round to get a bonus molotov cocktail |
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2 |
Kill points required to upgrade a player's weapon |
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0 |
Number of seconds to delay before making the bomb available to a respawner in gun game |
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1 |
Number of bonus points awarded in Demolition Mode when knife kill ends round |
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0 |
Number of seconds to delay during TR Mode halftime |
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0 |
End the half and give a team round point when a player makes a kill using the final weapon |
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3 |
Upgrade the player's weapon after this number of rounds without upgrading |
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1 |
Whether this map should spawn a c4 bomb for a player or not. |
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800 |
The amount of money bots get time each wave the players complete. This # is absolute and not additive, the money is set to (th |
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2000 |
The maximum distance a player is allowed to get from the bombsite before they're killed. |
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1300 |
The distance at which we start to warn a player when they are too far from the guarded bombsite. |
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10 |
The number of kills needed with a specific weapon. |
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0 |
The weapon that needs to be used to increment the kills needed to complete the mission. |
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0 |
Determines whether the match switches sides in a halftime event. |
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15 |
Number of seconds that halftime lasts |
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0 |
Set to 1 to stay in halftime indefinitely. Set to 0 to resume the timer. |
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2 |
Maximum number of hostages to spawn. |
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1 |
Additional time added to round time if a hostage is reached by a CT. |
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1 |
Default is 1.0, slow down hostages by setting this to < 1.0. |
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0 |
When enabled will consistently force the farthest hostages to spawn. |
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0 |
Comma separated list of zero based indices to force spawn positions, e.g. '0,2' or '1,6' |
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1 |
0 = spawn hostages randomly every round, 1 = same spawns for entire match. |
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0 |
Whether or not hostages can be hurt. |
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0 |
Restricts human players to a single team {any, CT, T} |
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0 |
Ignore conditions which would end the current round |
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2 |
Number of seconds after round start to allow a player to join a game |
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2 |
Max # of players 1 team can have over another (0 disables check) |
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0 |
Logs attacks. Values are: 0=off, 1=enemy, 2=teammate, 3=both) |
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1 |
Can a team clinch and end the match by being so far ahead that the other team has no way to catching up? |
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0 |
At the end of the match, perform a changelevel even if next map is the same |
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0 |
At the end of the match, perform a restart instead of loading a new map |
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15 |
Time (in seconds) until a match restarts. |
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16000 |
maximum amount of money allowed in a player's account |
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0 |
max number of rounds to play before server changes maps |
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15 |
Number of seconds to delay before the molotov can be used after acquiring it |
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0 |
If a match ends in a tie, use overtime rules to determine winner |
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0 |
If set to 1 will set mp_halftime_pausetimer to 1 before every half of overtime. Set mp_halftime_pausetimer to 0 to resume the t |
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6 |
When overtime is enabled play additional rounds to determine winner |
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10000 |
Money assigned to all players at start of every overtime half |
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cmd |
Pause the match in the next freeze time |
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1 |
Players can earn money by performing in-game actions |
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0 |
Controls what information player see in the status bar: 0 all names; 1 team names; 2 no names |
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0 |
Number of seconds to delay showing information in the status bar |
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0 |
Number of seconds to keep showing old information in the status bar |
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0 |
Determines who should see all. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists. |
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0 |
Determines whether players are to spawn. 0 = default; 1 = both teams; 2 = Terrorists; 3 = CTs. |
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-1 |
If set to the index of a bombsite, will cause random spawns to be only created near that site. |
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1 |
If using mp_randomspawn, determines whether to test Line of Sight when spawning. |
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4 |
How many seconds after respawn immunity lasts. |
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0 |
When set to 1, counter-terrorists will respawn after dying. |
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0 |
When set to 1, terrorists will respawn after dying. |
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10 |
Time between respawn waves for CTs. |
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10 |
Time between respawn waves for Terrorists. |
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0 |
If non-zero, game will restart in the specified number of seconds |
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7 |
Number of seconds to delay before restarting a round after a win |
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5 |
How many minutes each round takes. |
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0 |
How many minutes each round of Bomb Defuse takes. If 0 then use mp_roundtime instead. |
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0 |
How many minutes each round of Hostage Rescue takes. If 0 then use mp_roundtime instead. |
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cmd |
Scramble the teams and restart the game |
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1 |
Determines whether teammates are solid or not. |
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5 |
Kick players who team-kill within this many seconds of a round restart. |
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0 |
Toggle set the player names and team names to the opposite side in which they are are on the spectator panel. |
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2 |
How many spectators are allowed in a match. |
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800 |
amount of money each player gets when they reset |
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cmd |
Swap the teams and restart the game |
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cmd |
Switch teams and restart the game |
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0 |
The default grenades that the Ts will spawn with. To give multiple grenades, separate each weapon class with a space like this |
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0 |
The default melee weapon that the Ts will spawn with |
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0 |
The default primary (rifle) weapon that the Ts will spawn with |
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0 |
The default secondary (pistol) weapon that the Ts will spawn with |
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300 |
The damage threshhold players have to exceed in a match to get kicked. |
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200 |
The damage threshhold players have to exceed in a match to get warned that they are about to be kicked. |
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50 |
The damage threshold players have to exceed at the start of the round to be warned/kick. |
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1 |
Teams can earn money by performing in-game actions |
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0 |
Enter a country's alpha 2 code to show that flag next to team 1's name in the spectator scoreboard. |
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0 |
Enter a country's alpha 2 code to show that flag next to team 2's name in the spectator scoreboard. |
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0 |
Enter a team's shorthand image name to display their logo. Images can be found here: 'resource/flash/econ/tournaments/teams' |
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0 |
Enter a team's shorthand image name to display their logo. Images can be found here: 'resource/flash/econ/tournaments/teams' |
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0 |
A non-empty string sets first team's match stat. |
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0 |
A non-empty string sets second team's match stat. |
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45 |
Cycle match stats after so many seconds |
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5 |
Decide on a match stat and hold it additionally for at least so many seconds |
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0 |
A non-empty string sets the match stat description, e.g. 'Match 2 of 3'. |
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0 |
When set, your teammates act as enemies and all players are valid targets. |
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0 |
A non-empty string overrides the first team's name. |
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0 |
A non-empty string overrides the second team's name. |
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0 |
A value between 1 and 99 will show predictions in favor of CT team. |
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0 |
A value between 1 and 99 will set predictions in favor of first team. |
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5 |
game time per map in minutes |
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0 |
Will TK'ers and team damagers be punished in the next round? {0=no, 1=yes} |
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cmd |
Restart Tournament Mode on the current level. |
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cmd |
Resume the match |
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0 |
When set to 1, and that player's team is set to respawn, they will respawn in waves. If set to 2, teams will respawn when the w |
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1 |
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cmd |
End warmup immediately. |
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0 |
Set to 1 to stay in warmup indefinitely. Set to 0 to resume the timer. |
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cmd |
Start warmup. |
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30 |
How long the warmup period lasts. Changing this value resets warmup. |
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60 |
Warmup time to use when all players have connected in official competitive. 0 to disable. |
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0 |
If this convar is set, when a match starts, the game will not delete weapons placed in the map. |
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0 |
If set to >0 the buy menu will populate with random weapons with the value of this convar specifying how many from each weapon |
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1 |
Determines whether the Zeus is purchasable or not. |
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0 |
If this convar is set, weapons on the ground will have a glow around them. |
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3 |
The amount of time to show the win panel between matches / halfs |
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cmd |
Prints a dump the current players property data |
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cmd |
Multiply specified convar value. |
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1 |
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0 |
Current user name |
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cmd |
Add current area to the selected set. |
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cmd |
Add specified area id to the selected set. |
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cmd |
Re-analyze the current Navigation Mesh and save it to disk. |
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5,03E+08 |
RGBA color to draw as the background color for nav areas while editing. |
CHEAT |
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50 |
Max area size created in nav generation |
CHEAT |
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cmd |
Toggles the 'avoid this area when possible' flag used by the AI system. |
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cmd |
Defines a corner of a new Area or Ladder. To complete the Area or Ladder, drag the opposite corner to the desired location and |
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cmd |
Start continuously removing from the selected set. |
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cmd |
Start dragging a selection area. |
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cmd |
Start dragging a selection area. |
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cmd |
Start continuously adding to the selected set. |
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cmd |
Begin shifting the Selected Set. |
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cmd |
Attempts to build a nav ladder on the climbable surface under the cursor. |
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cmd |
Checks to be sure every (or just the marked) nav area can get to every goal area for the map (hostages or bomb site). |
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cmd |
Scans the maps directory and reports any missing/out-of-date navigation files. |
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cmd |
Updates the blocked/unblocked status for every nav area. |
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cmd |
Update the nav mesh STAIRS attribute |
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cmd |
Chops all selected areas into their component 1x1 areas |
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cmd |
Remove given nav attribute from all areas in the selected set. |
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cmd |
Clear the selected set. |
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cmd |
Erase any previously placed walkable positions. |
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cmd |
Re-orders area and ladder ID's so they are continuous. |
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cmd |
To connect two Areas, mark the first Area, highlight the second Area, then invoke the connect command. Note that this creates a |
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0 |
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CHEAT |
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0 |
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CHEAT |
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18 |
radius used to raise/lower corners in nearby areas when raising/lowering corners. |
CHEAT |
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cmd |
Lower the selected corner of the currently marked Area. |
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cmd |
Places the selected corner of the currently marked Area on the ground. |
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cmd |
Raise the selected corner of the currently marked Area. |
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cmd |
Select a corner of the currently marked Area. Use multiple times to access all four corners. |
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0 |
Anchor nav_begin_area Z to editing player's feet |
CHEAT |
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0 |
If true, nav areas will be placed flush with the ground when created by hand. |
CHEAT |
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cmd |
Toggles the 'must crouch in this area' flag used by the AI system. |
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0 |
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CHEAT |
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cmd |
Deletes the currently highlighted Area. |
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cmd |
Deletes the currently marked Area (if any). |
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cmd |
To disconnect two Areas, mark an Area, highlight a second Area, then invoke the disconnect command. This will remove all connec |
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10000 |
Checks for nodes embedded in displacements (useful for in-development maps) |
CHEAT |
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cmd |
Toggles the 'area is not suitable for hiding spots' flag used by the AI system. |
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500 |
The maximum number of areas to draw in edit mode |
CHEAT |
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0 |
Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode. |
CHEAT |
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cmd |
Defines the second corner of a new Area or Ladder and creates it. |
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cmd |
Stop continuously removing from the selected set. |
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cmd |
Stop dragging a selection area. |
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cmd |
Stop dragging a selection area. |
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cmd |
Stop continuously adding to the selected set. |
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cmd |
Finish shifting the Selected Set. |
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Sursa https://developer.valvesoftware.com/wiki/List_of_CS:GO_Cvars
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