/
dota_cvarlist.txt
4166 lines (4166 loc) · 484 KB
/
dota_cvarlist.txt
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Name Value Cheat Help Text
@panoram_debug_dead_pad 0 ;//
@panorama_cache_command_list_repaint_threshold 0 ;//
@panorama_cache_command_list_size_threshold 2048 ;//
@panorama_clear_frames_on_device_restore 2 ;//
@panorama_daisy_wheel 0 ;// Daisy wheel input mode: RS | ABXY
@panorama_debug_fast_box_shadow 0 ;//
@panorama_debug_movies 0 ;//
@panorama_debug_overlay_opacity 0 ;//
@panorama_dragscroll_affordance 20 ;// Minimum mouse movement in pixels before a move is treated as a drag scroll
@panorama_dragscroll_affordance_vr 100 ;// Minimum mouse movement in pixels before a move is treated as a drag scroll in VR
@panorama_dragscroll_maxflickvelocity 8000 ;// Maximum velocity for a drag scroll flick
@panorama_dragscroll_maxflickvelocity_vr 8000 ;// Maximum velocity for a drag scroll flick in VR
@panorama_dragscroll_minflickvelocity 60 ;// Minimum velocity that the mouse must be moving as mouse up time to qualify as a drag scroll flick
@panorama_dragscroll_minflickvelocity_vr 240 ;// Minimum velocity that the mouse must be moving as mouse up time to qualify as a drag scroll flick in VR
@panorama_dragscroll_mintime 0 ;// Minimum time that the mouse button must be down before a move is treated as a drag scroll
@panorama_dragscroll_mintime_vr 0 ;// Minimum time that the mouse button must be down before a move is treated as a drag scroll in VR
@panorama_dragscroll_velocitymultiplier 0 ;// Multiplier for flick velocity off of actual measured velocity
@panorama_dragscroll_velocitymultiplier_vr 0 ;// Multiplier for flick velocity off of actual measured velocity
@panorama_experimental_fast_box_shadow 1 ;//
@panorama_experimental_overdraw_prevention 1 ;//
@panorama_fbo_alloc_batch 10 ;//
@panorama_joystick_axis_repeat_curve_time 1 ;//
@panorama_joystick_axis_repeat_interval_end 0 ;//
@panorama_joystick_axis_repeat_interval_start 0 ;//
@panorama_joystick_button_repeat_curve_time 1 ;//
@panorama_joystick_button_repeat_interval_end 0 ;//
@panorama_joystick_button_repeat_interval_start 0 ;//
@panorama_large_dispatch_event_queue 0 ;//
@panorama_max_fps 120 ;//
@panorama_max_free_fbo 1000 ;//
@panorama_max_oof_overlay_up_fps 4 ;//
@panorama_max_overlay_fps 60 ;//
@panorama_min_comp_layer_cache_cost 4096 ;//
@panorama_print_cache_status cmd ;// Print internal panorama refcounts for every file
@panorama_reload_animations 1 ;//
@panorama_show_fps 0 ;//
@panorama_spew_layout_invalidates 0 ;//
@panorama_stats_log_time 0 ;//
@panorama_steampad_button_repeat_curve_time 0 ;//
@panorama_steampad_button_repeat_interval_end 0 ;//
@panorama_steampad_button_repeat_interval_start 0 ;//
@panorama_suspend_paint 0 ;//
@panorama_track_render_commands 0 ;//
@panorama_transition_time_factor 1 ;// A float representing a scale factor for transitions. 1.0 is normal, 2.0 would be twice as fast as normal,
// 0.5 half as fast
@panorama_volume_ambient 0 ;//
@panorama_volume_effects 1 ;//
@panorama_volume_master 1 ;//
@panorama_volume_movies 1 ;//
@panorama_vsync 1 ;//
_cl_minimapzoom 1 ;//
_fov 0 ;// Automates fov command to server.
_overview_mode 1 ;// Overview mode - 0=off, 1=inset, 2=full
_record cmd ;// Record a demo incrementally.
_resetgamestats cmd ;// Erases current game stats and writes out a blank stats file
achievement_debug 0 ;// cheat Turn on achievement debug msgs.
achievement_disable 0 ;// cheat Turn off achievements.
activategameui cmd ;//
addip cmd ;// Add an IP address to the ban list.
addons cmd ;// list current addon info.
adsp_alley_min 122 ;//
adsp_courtyard_min 126 ;//
adsp_debug 0 ;//
adsp_door_height 112 ;//
adsp_duct_min 106 ;//
adsp_hall_min 110 ;//
adsp_low_ceiling 108 ;//
adsp_opencourtyard_min 126 ;//
adsp_openspace_min 130 ;//
adsp_openstreet_min 118 ;//
adsp_openwall_min 130 ;//
adsp_room_min 102 ;//
adsp_street_min 118 ;//
adsp_tunnel_min 114 ;//
adsp_wall_height 128 ;//
ai_debug_los 0 ;// cheat NPC Line-Of-Sight debug mode. If 1, solid entities that block NPC LOC will be highlighted
// with white bounding boxes. If 2, it'll show non-solid entities that would do it if they were solid.
ai_debug_ragdoll_magnets 0 ;// cheat
ai_debug_shoot_positions 0 ;// cheat
ai_debug_speech 0 ;// cheat
ai_expression_frametime 0 ;// cheat Maximum frametime to still play background expressions.
ai_expression_optimization 0 ;// cheat Disable npc background expressions when you can't see them.
ai_force_serverside_ragdoll 0 ;// cheat
ai_LOS_mode 0 ;// cheat
ai_sequence_debug 0 ;// cheat
ai_shot_bias_max 1 ;// cheat
ai_shot_bias_min -1 ;// cheat
ai_show_hull_attacks 0 ;// cheat Show AI hull traces for melee attacks. 1 = show them for attacks, 2 = show them for tests.
ai_test_los cmd ;// Test AI LOS from the player's POV
ai_use_visibility_cache 1 ;// cheat
ainet_generate_report cmd ;// Generate a report to the console.
ainet_generate_report_only cmd ;// Generate a report to the console.
alias cmd ;// Alias a command.
all_pick_force_test 0 ;// cheat
allow_clientside_entities 1 ;//
anim_disable 0 ;// cheat
anim_showmainactivity 0 ;// cheat Show the idle, walk, run, and/or sprint activities.
animevents_dump cmd ;// List all the currently registered anim events.
animgraph_debug_variables 0 ;// cheat
async_allow_held_files 1 ;// Allow AsyncBegin/EndRead()
async_mode 0 ;// Set the async filesystem mode (0 = async, 1 = synchronous)
async_resume cmd ;//
async_serialize 0 ;// Force async reads to serialize for profiling
async_simulate_delay 0 ;// Simulate a delay of up to a set msec per file operation
async_suspend cmd ;//
async_track_all cmd ;// Enable all registered asynchronous tracking convars at once
auto_bug cmd ;// auto_bug : create non-interactive bug report.
autoaim_max_deflect 0 ;// cheat
autoaim_max_dist 2160 ;// cheat
banid cmd ;// Add a user ID to the ban list.
banip cmd ;// Add an IP address to the ban list.
benchframe cmd ;// Takes a snapshot of a particular frame in a time demo.
bind cmd ;// Bind a key.
binddefaults cmd ;// Bind all keys to their default values.
bindss cmd ;// Bind a key for a particular splitscreen player.
bindtoggle cmd ;// Performs a bind <key> 'increment var <cvar> 0 1 1'.
blackbox 1 ;//
blackbox_dump cmd ;// Dump the contents of the blackbox
blackbox_record cmd ;// Record an entry into the blackbox
blink cmd ;// Blink specified convar value between two values at the specified duration.
blink_duration 0 ;// How many seconds an eye blink will last.
bot_mimic 0 ;// cheat Bot uses usercmd of player by index.
bot_mimic_spec_buttons 1 ;// cheat +attack, +jump etc are used for spectator control instead of being passed on to spectated bot
box cmd ;// Draw a bbox Arguments: minx miny miny maxx maxy maxz <lifetime = 10.0> <r g b a>
breakable_disable_gib_limit 0 ;// cheat
breakable_multiplayer 1 ;// cheat
broadcaster_addfacts cmd ;//
broadcaster_annotatefacts cmd ;//
broadcaster_build_ability_movie_loc cmd ;//
broadcaster_openmenu cmd ;//
broadcaster_openquickstats cmd ;//
broadcaster_quickstats_baselen 6 ;//
broadcaster_quickstats_image_mode 0 ;//
broadcaster_quickstats_len 9 ;//
broadcaster_quickstats_maxl 200 ;//
broadcaster_quickstats_minl 100 ;//
broadcaster_quickstats_minmovielen 10 ;//
broadcaster_quickstatsleague 0 ;//
broadcaster_reloadfacts cmd ;//
broadcaster_setsecondaryquickstats cmd ;//
broadcaster_togglegreenscreen cmd ;//
buddha 0 ;// cheat Player takes damage but won't die
bug cmd ;// bug [auto_fill_tokens] [-title <text>] [-noscreenshot] : Activate the bug reporter.
bug_submitter_override 0 ;//
bug_swap cmd ;// Automatically swaps the current weapon for the bug bait and back again.
bugvoice cmd ;// Finish recording bug voice attachment.
bugvoice cmd ;// Start recording bug voice attachment.
bugvoice_clear cmd ;// Clear voice attachment data.
bugvoice_save cmd ;// Write buffered voice attachment data to file.
building_cubemaps 0 ;//
c_maxdistance 200 ;//
c_maxpitch 90 ;//
c_maxyaw 135 ;//
c_mindistance 30 ;//
c_minpitch 0 ;//
c_minyaw -135 ;//
c_orthoheight 100 ;//
c_orthowidth 100 ;//
c_thirdpersonshoulder 0 ;//
c_thirdpersonshoulderaimdist 120 ;//
c_thirdpersonshoulderdist 40 ;//
c_thirdpersonshoulderheight 5 ;//
c_thirdpersonshoulderoffset 20 ;//
cam_collision 1 ;// When in thirdperson and cam_collision is set to 1, an attempt is made to keep the camera
// from passing though walls.
cam_command cmd ;// Tells camera to change modes
cam_idealdelta 4 ;// Controls the speed when matching offset to ideal angles in thirdperson view
cam_idealdist 150 ;//
cam_ideallag 4 ;// Amount of lag used when matching offset to ideal angles in thirdperson view
cam_idealpitch 0 ;//
cam_idealyaw 0 ;//
cam_showangles 0 ;// cheat When in thirdperson, print viewangles/idealangles/cameraoffsets to the console.
cam_snapto 0 ;//
camdistance cmd ;//
camdistance cmd ;//
camortho cmd ;// Switch to orthographic camera.
cancelselect cmd ;//
cast_hull cmd ;// Tests hull collision detection
cast_ray cmd ;// Tests collision detection
cc_captiontrace 1 ;// Show missing closecaptions (0 = no, 1 = devconsole, 2 = show in hud)
cc_emit cmd ;// Emits a closed caption
cc_findsound cmd ;// Searches for soundname which emits specified text.
cc_flush cmd ;// Flushes async'd captions.
cc_lang 0 ;// Current close caption language (emtpy = use game UI language)
cc_linger_time 1 ;// Close caption linger time.
cc_minvisibleitems 1 ;// Minimum number of caption items to show.
cc_norepeat 5 ;// cheat In multiplayer games, don't repeat captions more often than this many seconds.
cc_predisplay_time 0 ;// Close caption delay before showing caption.
cc_random cmd ;// Emits a random caption
cc_sentencecaptionnorepeat 4 ;// How often a sentence can repeat.
cc_showblocks cmd ;// Toggles showing which blocks are pending/loaded async.
cc_showmissing 0 ;// cheat Show missing closecaption entries.
cc_subtitles 0 ;// If set, don't show sound effect captions, just voice overs (i.e., won't help hearing impaired players).
cg_start_loading cmd ;// Listen server started loading
changelevel cmd ;// changelevel <mapname> :Multiplayer change level.
changelevel2 cmd ;// changelevel2 <mapname> :Singe player change level.
chat_channel_debug cmd ;// Print members of a chat channel
chat_dump_channels cmd ;//
chat_join cmd ;// Join a chat channel
chat_join_hltv cmd ;// Join an hltv chat channel
chat_leave cmd ;// Leave a chat channel
chat_say cmd ;// Send a message to the specified channel
chat_sound FALSE ;//
chat_wheel_phrase_0 8 ;//
chat_wheel_phrase_1 1 ;//
chat_wheel_phrase_2 2 ;//
chat_wheel_phrase_3 3 ;//
chat_wheel_phrase_4 4 ;//
chat_wheel_phrase_5 5 ;//
chat_wheel_phrase_6 6 ;//
chat_wheel_phrase_7 7 ;//
chatwheel cmd ;// Executes the highlighted chatwheel menu item
chatwheel cmd ;// Opens chatwheel menu while held
chatwheel_say cmd ;// Send a chatwheel message. Usage: chatwheel_say <messagenum>
check_dpi cmd ;// Show the currently detected DPI.
cl_aggregate_particles 0 ;//
cl_allowupload 1 ;// Client uploads customization files
cl_anglespeedkey 0 ;//
cl_anim_queue_changes 1 ;//
cl_auto_cursor_scale FALSE ;//
cl_backspeed 450 ;// cheat
cl_box cmd ;// Draw a bbox Arguments: minx miny miny maxx maxy maxz <lifetime = 10.0> <r g b a>
cl_burninggibs 0 ;// A burning player that gibs has burning gibs.
cl_cache_sendtable 1 ;// Cache sendtables
cl_camera_follow_bone_index -2 ;// cheat Index of the bone to follow. -2 == disabled. -1 == root bone. 0+ is bone index.
cl_cameraoverride_fade_in_amount 0 ;//
cl_cameraoverride_shadow_depth_bias 0 ;//
cl_cameraoverride_shadow_end 0 ;//
cl_change_callback_limit 0 ;// cheat change callback msec warning limit
cl_chat_active 0 ;//
cl_class 0 ;// user Default class when joining a game
cl_clearhinthistory cmd ;// Clear memory of client side hints displayed to the player.
cl_clock_correction 1 ;// cheat Enable/disable clock correction on the client.
cl_clock_correction_adjustment_max_amount 200 ;// cheat Sets the maximum number of milliseconds per second it is allowed to correct the client clock.
// It will only correct this amount if the difference between the client and server clock
// is equal to or larger than cl_clock_correction_adjustment_max_offset.
cl_clock_correction_adjustment_max_offset 90 ;// cheat As the clock offset goes from cl_clock_correction_adjustment_min_offset to this value (in milliseconds),
// it moves towards applying cl_clock_correction_adjustment_max_amount of adjustment.
// That way, the response is small when the offset is small.
cl_clock_correction_adjustment_min_offset 10 ;// cheat If the clock offset is less than this amount (in milliseconds), then no clock correction is applied.
cl_clock_correction_force_server_tick 999 ;// cheat Force clock correction to match the server tick + this offset (-999 disables it).
cl_clock_showdebuginfo 0 ;// cheat Show debugging info about the clock drift.
cl_clockdbg 0 ;//
cl_clockdrift_max_ms 150 ;// cheat Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to server's.
cl_clockdrift_max_ms_threadmode 0 ;// cheat Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to server's.
cl_cmdrate 30 ;// user Max number of command packets sent to server per second
cl_connectionretrytime_p2p 20 ;// cheat Number of seconds over which to spread retry attempts for P2P.
cl_consistencycheck_interval 180 ;// cheat Perform a consistency check after this amount of time (seconds) has passed since the last.
cl_cursor_scale 1 ;//
cl_customsounds 0 ;// Enable customized player sound playback
cl_debug_flex_shader_constants 0 ;// cheat
cl_debug_overlay_fullposition 0 ;//
cl_debug_player_use 0 ;// Visualizes +use logic for the given range. Green cross=trace success, Red cross=trace too far,
// Green box=radius success
cl_debugoverlay_toggle cmd ;// Toggles visibility of the debug overlay system.
cl_decal_clear_all_entities cmd ;// Clears decals from all entities
cl_decal_clear_world cmd ;// Clears world decals
cl_decal_debug cmd ;// Toggles client decal debug visualization
cl_decal_shoot cmd ;// Shoots a client-side decal
cl_demoviewoverride 0 ;// Override view during demo playback
cl_destroy_ragdolls cmd ;// Destroys all client-side ragdolls
cl_dev_simulate_gcdown cmd ;// <state> Turn on/off simulated GC communications failure (GC is down in a way that we know it is down)
cl_disable_ragdolls 0 ;// cheat
cl_display_game_events 0 ;// cheat
cl_dormant_spew 0 ;// Spew state on when client entities become dormant or active.
cl_dota_alt_unit_movetodirection 0 ;// Does holding alt enable move to direction mode?
cl_dota_cd_captain_pick_time 10 ;// cheat
cl_dota_dump_econ_item_stringtable cmd ;// cl_dota_dump_econ_item_stringtable
cl_dota_dump_modifier_stringtable cmd ;// cl_dota_dump_modifier_stringtable
cl_dota_gridnav_show 0 ;// cheat
cl_dota_mk_tree_shake_duration 2 ;//
cl_dota_mk_tree_shake_peak_time 0 ;//
cl_dota_mk_tree_shake_strength 15 ;//
cl_dota_recent_games_include_custom_games 1 ;//
cl_dota_recent_games_include_event_games 1 ;//
cl_dota_recent_games_include_practice_matches 1 ;//
cl_dota_showents cmd ;// Dump entity list to console.
cl_dota_speech_announcer_holiday 0 ;// Set to enable special seasonal announcer
cl_dota_speech_spec_ancientattack 1 ;// Set to 0 to prevent hearing 'your ancient is under attack' lines.
cl_dota_speech_spec_barracksattack 1 ;// Set to 0 to prevent hearing 'your rax is under attack' lines.
cl_dota_speech_spec_barracksfalls 1 ;// Set to 0 to prevent hearing 'your rax has fallen' lines.
cl_dota_speech_spec_enemybasefalls 1 ;// Set to 0 to prevent hearing 'enemy's tower/rax has fallen' lines.
cl_dota_speech_spec_idles 1 ;// Set to 0 to prevent hearing announcers' idle lines.
cl_dota_speech_spec_towerattack 1 ;// Set to 0 to prevent hearing 'your tower is under attack' lines.
cl_dota_speech_spec_towerfalls 1 ;// Set to 0 to prevent hearing 'your tower has fallen' lines.
cl_dota_unified_tree_hitboxes 1 ;//
cl_downloadfilter 0 ;// Determines which files can be downloaded from the server (all, none, nosounds)
cl_drawcross cmd ;// Draws a cross at the given location Arguments: x y z
cl_drawhud 1 ;// cheat Enable the rendering of the hud
cl_drawline cmd ;// Draws line between two 3D Points. Green if no collision Red is collides with something Arguments: x1 y1 z1 x2 y2 z2
cl_drawmaterial 0 ;// cheat Draw a particular material over the frame
cl_drawmonitors 1 ;//
cl_dump_modifier_list cmd ;// Dumps all modifiers that exist in the game
cl_dump_particle_stats cmd ;// dump particle profiling info to particle_profile.csv
cl_dump_projected_texture_count cmd ;// Print out number of active projected textures
cl_dumpentity cmd ;// Dumps info about an entity
cl_dumpsplithacks cmd ;// Dump split screen workarounds.
cl_ejectbrass 1 ;//
cl_enable_eye_occlusion 1 ;//
cl_entityreport cmd ;// Reports all extant entities. Optional 2nd arg is a substring of a classname that the list will be filtered by
cl_entitysummary cmd ;// Summarizes (by class) all extant entities. Optional 2nd arg is a substring of a classname that the list will
// be filtered by.
cl_ents cmd ;// List client entities, sorted by spawn group
cl_extrapolate 0 ;// cheat Enable/disable extrapolation if interpolation history runs out.
cl_extrapolate_amount 0 ;// cheat Set how many seconds the client will extrapolate entities for.
cl_eye_sin_wave 0 ;//
cl_eye_yaw_multiplier 1 ;//
cl_eyeball_override 0 ;//
cl_fasttempentcollision 5 ;//
cl_flex_cycler_think_interval 0 ;//
cl_flex_expression 0 ;//
cl_flex_talk 0 ;//
cl_flushentitypacket 0 ;// cheat For debugging. Force the engine to flush an entity packet.
cl_forwardspeed 450 ;// cheat
cl_fullupdate cmd ;// Force uncompressed update
cl_globallight_debug 0 ;//
cl_globallight_depth_bias -999 ;//
cl_globallight_expansion 200 ;//
cl_globallight_freeze 0 ;//
cl_globallight_orig_calc_frustum 1 ;//
cl_globallight_shadow_mode 0 ;//
cl_globallight_slope_scale_depth_bias -999 ;//
cl_globallight_use_alt_focus_region 0 ;//
cl_globallight_use_optimized_calc_frustum 1 ;//
cl_globallight_use_shaadow_near_offset 1 ;//
cl_globallight_world_bottom_height 0 ;//
cl_globallight_world_top_height 4096 ;//
cl_glow_brightness 1 ;// cheat Brightness of player halos
cl_glow_item_far_b 1 ;// cheat
cl_glow_item_far_g 0 ;// cheat
cl_glow_item_far_r 0 ;// cheat
cl_glow_physics_props 0 ;//
cl_groups cmd ;// Show status of all spawn groups.
cl_hitbox_debug 0 ;//
cl_ignorepackets 0 ;// cheat Force client to ignore packets (for debugging).
cl_ik_enable 1 ;// cheat Enable IK.
cl_ik_enable_only_this_chain cmd ;// Disables all chains except for the mentioned one on the selected entity(ies), by name of the chain.
// Arguments: {chain_name} [entity_name | {class_name} | no argument picks what player is looking at]
cl_ik_toggle_chain cmd ;// Toggles on a chain in the selected entity(ies), by name of the chain. Arguments: {chain_name}
// [entity_name | {class_name} | no argument picks what player is looking at]
cl_interp 0 ;// user Sets the interpolation amount (bounded on low side by server interp ratio settings).
cl_interp_all 0 ;// Disable interpolation list optimizations.
cl_interp_animationvars 1 ;// Interpolate LATCH_ANIMATION_BIT vars if interpolation interval is greater than simulation interval
cl_interp_hermite 1 ;// cheat Set to zero do disable hermite interpolation.
cl_interp_npcs 0 ;// Interpolate NPC positions starting this many seconds in past (or cl_interp, if greater)
cl_interp_ratio 2 ;// user Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
cl_interp_simulationvars 1 ;// Interpolate LATCH_SIMULATION_BIT vars if interpolation interval is greater than animation interval
cl_interp_threadmodeticks 0 ;// Additional interpolation ticks to use when interpolating with threaded engine mode set.
cl_interpolate_report 0 ;// Enable to show interpolation profile timing
cl_jiggle_bone_debug 0 ;// cheat Display physics-based 'jiggle bone' debugging information
cl_jiggle_bone_debug_pitch_constraints 0 ;// cheat Display physics-based 'jiggle bone' debugging information
cl_jiggle_bone_debug_yaw_constraints 0 ;// cheat Display physics-based 'jiggle bone' debugging information
cl_jiggle_bone_invert 0 ;// cheat
cl_jiggle_bone_sanity 1 ;// Prevent jiggle bones from pointing directly away from their target in case of numerical instability.
cl_lagcomp_errorcheck 0 ;// Player index of other player to check for position errors.
cl_lagcompensation 1 ;// user Perform server side lag compensation of weapon firing events.
cl_language 0 ;// user Language
cl_latch_report 0 ;// Enable to skip client-side animation
cl_leveloverview 0 ;// cheat
cl_lightquery_debug 0 ;// cheat
cl_log_tick 0 ;// Log when a tick is recieved
cl_log_tick_skips 0 ;// Log when the tick delta >= this
cl_massreport 0 ;//
cl_mouseenable 1 ;// cheat
cl_mouselook 2 ;// dc Set to 1 to use mouse for look, 0 for keyboard look. Cannot be set while connected to a server.
cl_mouselook2 1 ;// dc Set to 1 to use mouse for look, 0 for keyboard look. Cannot be set while connected to a server.
cl_net_showeventlisteners 0 ;// Show listening addition/removals
cl_net_showevents 0 ;// Dump game events to console (1=client only, 2=all).
cl_network_quality2 1 ;//
cl_overdraw_test 0 ;// cheat
cl_panorama_script_help cmd ;// Display Panorama JavaScript bindings
cl_panorama_script_help_2 cmd ;// Display all registered Panorama JavaScript bindings in wiki syntax
cl_particle_batch_mode 1 ;//
cl_particle_fallback_base 4 ;// Base for falling back to cheaper effects under load.
cl_particle_fallback_multiplier 0 ;// Multiplier for falling back to cheaper effects under load.
cl_particle_max_count 0 ;//
cl_particle_retire_cost 0 ;// cheat
cl_particle_sim_fallback_base_multiplier 5 ;// How aggressive the switch to fallbacks will be depending on how far over the
// cl_particle_sim_fallback_threshold_ms the sim time is. Higher numbers are more aggressive.
cl_particle_sim_fallback_threshold_ms 6 ;// Amount of simulation time that can elapse before new systems start falling back to cheaper versions
cl_particle_simulate 1 ;// cheat Enables/Disables Particle Simulation
cl_particles_debug_showparticles 0 ;// cheat
cl_particles_dump_effects cmd ;//
cl_particles_dumplist cmd ;// Dump all new particles, optional name substring.
cl_pause_animate 0 ;// 1 = Animates the pause text so that you can be sure the game isn't just hard locked.
cl_pclass 0 ;// cheat Dump entity by prediction classname.
cl_pdump -1 ;// cheat Dump info about this entity to screen.
cl_phys_animated_hierarchy 1 ;//
cl_phys_block_dist 1 ;//
cl_phys_block_fraction 0 ;//
cl_phys_debug_callback_entities 0 ;// cheat Print all entities that get touch callbacks. Each entity is printed only once.
cl_phys_dump_intersection_controller cmd ;// Dump intersection controller status
cl_phys_list cmd ;// List all physics component contents of every entity in the game; -allents: include non-physical entities
// -classes: print class names -sdk : Rubikon build -world : current state of the world
// -world -touch: list body pairs (bodies in contact) -world -save <name>: save world to a file
// -world -mem: memory dump -world -snapshots: Start/Stop dumping snapshots of the world into the current
// directory -world -profiletraces: ProfileRecordedTraces -world -agg: current aggregate data registry
// (loaded resources)
cl_phys_sleep cmd ;// Put all physics in all the worlds to sleep
cl_phys_sleep_enable 1 ;// cheat Enable sleeping for dynamic physics bodies.
cl_phys_stop_at_collision 0 ;// cheat
cl_phys_timescale 1 ;// Scale time for physics
cl_phys_visualize_awake 0 ;//
cl_phys_wakeup cmd ;// Wake all physics objects in the Main physics up
cl_physics_highlight_active cmd ;// Turns on the absbox for all active physics objects. 0 : un-highlight.
cl_physics_report_active cmd ;// Lists all active physics objects -more : extra info
cl_pitchdown 89 ;// cheat
cl_pitchspeed 225 ;//
cl_pitchup 89 ;// cheat
cl_playback_screenshots 0 ;// Allows the client to playback screenshot and jpeg commands in demos.
cl_playerspraydisable 0 ;// Disable player sprays.
cl_portrait_bg_translucent_test 0 ;// cheat Renders the hero on a gray background for translucency blending testing
cl_precacheinfo cmd ;// Show precache info (client).
cl_pred_doresetlatch 0 ;//
cl_pred_error_verbose 0 ;// Show more field info when spewing prediction errors.
cl_pred_optimize 2 ;// Optimize for not copying data if didn't receive a network update (1), and also for not repredicting
// if there were no errors (2).
cl_pred_track cmd ;// <entindex> <fieldname>: Track changes to entity index entindex, for field fieldname.
cl_predict 0 ;// cheat Perform client side prediction.
cl_predictioncopy_describe cmd ;// Describe datamap_t for entindex
cl_predictioncopy_print cmd ;// Print simple description of prediction copy fields for entindex
cl_predictioncopy_runs 1 ;//
cl_predictionlist 0 ;// cheat Show which entities are predicting
cl_predictweapons 1 ;// user Perform client side prediction of weapon effects.
cl_print_consistency_list cmd ;// Display's the contents and flags of the current consistency list
cl_printfps cmd ;// Print information from cl_showfps.
cl_prop_debug cmd ;// Toggle prop debug mode. If on, props will show colorcoded bounding boxes. Red means ignore all damage.
// White means respond physically to damage but never break. Green maps health in the range of 100 down to 1.
cl_prop_fadeout_alpha -1 ;// cheat
cl_prop_fadeout_height 0 ;// cheat
cl_prop_fadeout_mode -1 ;// cheat
cl_prop_fadeout_radius -1 ;// cheat
cl_prop_fadeout_radius_end -1 ;// cheat
cl_prop_fadeout_time -1 ;// cheat
cl_querycache_stats cmd ;// Display status of the query cache (client only)
cl_ragdoll_default_scale 1 ;//
cl_ragdoll_limit 20 ;// Maximum number of ragdolls to show (-1 disables limit)
cl_ragdoll_reload 0 ;//
cl_removedecals cmd ;// Remove the decals from the entity under the crosshair.
cl_report_predcopy_overrides cmd ;// Report prediction copy overrides
cl_report_soundpatch cmd ;// reports client-side sound patch count
cl_resend 0 ;// cheat Delay in seconds before the client will resend the 'connect' attempt
cl_resetfps cmd ;// Reset information from cl_showfps.
cl_retire_low_priority_lights 0 ;// Low priority dlights are replaced by high priority ones
cl_rr_reloadresponsesystems cmd ;// Reload all response system scripts.
cl_sceneentity_debug 0 ;// Display all thinking scene entities and its data.
cl_screenmessage_notifytime 8 ;// How long to display screen message text
cl_script_add_debug_filter cmd ;// Add a filter to the game debug overlay
cl_script_add_watch cmd ;// Add a watch to the game debug overlay
cl_script_add_watch_pattern cmd ;// Add a watch to the game debug overlay
cl_script_attach_debugger cmd ;// Connect the vscript VM to the script debugger
cl_script_attach_debugger_at_startup 0 ;//
cl_script_break_in_native_debugger_on_error 0 ;//
cl_script_clear_watches cmd ;// Clear all watches from the game debug overlay
cl_script_debug cmd ;// Toggle the in-game script debug features
cl_script_dump_all cmd ;// Dump the state of the VM to the console
cl_script_find cmd ;// Find a key in the VM
cl_script_help cmd ;// Output help for script functions
cl_script_help2 cmd ;// Output help for script functions suitable for auto-completion
cl_script_reload cmd ;// Reload scripts
cl_script_reload_code cmd ;// Execute a vscript file, replacing existing functions with the functions in the run script
cl_script_reload_entity_code cmd ;// Execute all of this entity's VScripts, replacing existing functions with the functions in the run scripts
cl_script_remove_debug_filter cmd ;// Remove a filter from the game debug overlay
cl_script_remove_watch cmd ;// Remove a watch from the game debug overlay
cl_script_remove_watch_pattern cmd ;// Remove a watch from the game debug overlay
cl_script_resurrect_unreachable cmd ;// Use the garbage collector to track down reference cycles
cl_script_trace_disable cmd ;// Turn off a particular trace output by file or function name
cl_script_trace_disable_all cmd ;// Turn off all trace output
cl_script_trace_disable_key cmd ;// Turn off a particular trace output by table/instance
cl_script_trace_enable cmd ;// Turn on a particular trace output by file or function name
cl_script_trace_enable_all cmd ;// Turn on all trace output
cl_script_trace_enable_key cmd ;// Turn on a particular trace output by table/instance
cl_sendtable_cache_filename 0 ;// Send tables cache file
cl_sequence_debug -1 ;//
cl_sequence_debug_verbose 1 ;//
cl_show_bounds_errors 0 ;//
cl_show_mouseclick_effects 1 ;//
cl_show_splashes 1 ;//
cl_showanimstate -1 ;// cheat Show the (client) animation state for the specified entity (-1 for none).
cl_showanimstate_activities 1 ;// cheat Show activities in the (client) animation state display.
cl_ShowBoneSetupEnts 0 ;// Show which entities are having their bones setup each frame.
cl_showdemooverlay 0 ;// How often to flash demo recording/playback overlay (0 - disable overlay, -1 - show always)
cl_showents cmd ;// Dump entity list to console.
cl_showerror 0 ;// Show prediction errors, 2 for above plus detailed field deltas.
cl_showfps 0 ;// cheat Draw fps meter at top of screen (1 = fps, 2 = smooth fps, 3 = server MS, 4 = Show FPS and Log to file )
cl_showhelp 1 ;// Set to 0 to not show on-screen help
cl_showpos 0 ;// cheat Draw current position at top of screen
cl_showtextmsg 1 ;// Enable/disable text messages printing on the screen.
cl_sidespeed 450 ;// cheat
cl_skeleton_instance_smear_boneflags 0 ;// cheat Smear boneflags across the model. Costs computation, but tests to make sure your bone flags are consistent.
cl_smooth 1 ;// Smooth view/eye origin after prediction errors
cl_smoothtime 0 ;// Smooth client's view after prediction error over this many seconds
cl_snd_new_visualize 0 ;// cheat Displays soundevent name played at it's 3d position
cl_soundscape_flush cmd ;// Flushes the client side soundscapes
cl_soundscape_printdebuginfo cmd ;// print soundscapes
cl_spectator_cmdrate_factor 0 ;// Rate multiplier when connected via hltv
cl_spectator_interp_ratio 2 ;// When connected to hltv or playing a demo, adjust the interp time by this ratio.
cl_spewserializers cmd ;// Spew serializers
cl_ss_origin cmd ;// print origin in script format
cl_steamcontroller 0 ;//
cl_stuff_keys 0 ;// cheat
cl_team 1 ;// user Default team when joining a game
cl_tempragdoll_transition_time 0 ;//
cl_tempragdoll_unragdoll_time 1 ;//
cl_timeout 30 ;// After this many seconds without receiving a packet from the server, the client will disconnect itself
cl_tracer_whiz_distance 72 ;//
cl_trade_steamid cmd ;// Trade with a person by steam id
cl_tree_sway_dir cmd ;// sets tree sway wind direction and strength
cl_update_spatial_entities_before_latchwork 1 ;// Update spatial partition entities before we do latch work. Overcomes a potential deadlock in IK,
// but convared so we can test perf implications.
cl_updaterate 30 ;// user Number of packets per second of updates you are requesting from the server
cl_updatevisibility cmd ;// Updates visibility bits.
cl_upspeed 320 ;// cheat
cl_viewmodelsclonedasworld 1 ;//
cl_viewtarget_clamp 1 ;//
cl_voice_filter 0 ;// Filter voice by name substring
cl_voice_transmit_lobby 0 ;//
cl_voiceenabled 1 ;//
cl_vprof_scope_entity_gamephys 0 ;//
cl_weather 0 ;// cheat
cl_winddir 0 ;// cheat Weather effects wind direction angle
cl_windspeed 0 ;// cheat Weather effects wind speed scalar
cl_yawspeed 210 ;//
clear cmd ;// Clear console output.
clearall cmd ;// Clear console output from all views.
clientport 0 ;// cheat If non-empty, client binds port to specific address. Usually you should leave this blank
// to use a different random system-assigned port for each connection.
closecaption 0 ;// user Enable close captioning.
cloth_airdrag 0 ;//
cloth_airdrag_override 0 ;//
cloth_attr_pos 1 ;//
cloth_attr_vel 2 ;//
cloth_batch 32 ;//
cloth_compatibility 1 ;//
cloth_damping_bias 0 ;//
cloth_damping_multiplier 1 ;//
cloth_debug 0 ;//
cloth_debug_draw 0 ;//
cloth_expairdrag 0 ;//
cloth_expquadairdrag 0 ;//
cloth_ground_offset 0 ;//
cloth_ground_plane_thickness 3 ;//
cloth_guard_threshold 1000 ;//
cloth_iteration_multiplier 1 ;//
cloth_iv_dump 4 ;//
cloth_iv_store_back 0 ;// cheat
cloth_legacy_stretch_force 0 ;//
cloth_node_debug_axis_length 1 ;//
cloth_node_velocity_limit 10 ;//
cloth_quad_smooth_iterations -1 ;//
cloth_quad_smooth_rate -1 ;//
cloth_quadairdrag 0 ;//
cloth_reload_immediately 0 ;//
cloth_rod_smooth_iterations -1 ;//
cloth_rod_smooth_rate -1 ;//
cloth_simulate 1 ;//
cloth_step 1 ;//
cloth_update 1 ;//
cloth_watch 1 ;// cheat
cloth_wind 0 ;//
cloth_wind_pitch 0 ;//
cmd cmd ;// Forward command to server.
col_viz cmd ;// Collision visualizer commands
collect_entity_model_name cmd ;// Collect model names of the entities you're pointing at
collision_shake_amp 0 ;// cheat
collision_shake_freq 0 ;// cheat
collision_shake_time 0 ;// cheat
commentary 0 ;// cheat Desired commentary mode state.
commentary_available 0 ;// cheat Automatically set by the game when a commentary file is available for the current map.
commentary_cvarsnotchanging cmd ;//
commentary_finishnode cmd ;//
compendium_test_last_content_version -1 ;// When set to >=0 this will force the last viewed content version to this value for testing
compendium_test_league_is_public 0 ;// For testing public/private leagues. 0 means private.
compendium_test_version 0 ;// Used in URL's.
con_enable TRUE ;//
con_logfile_suffix 0 ;// Suffix to append to the console log, may be changed to reopen the log
condump cmd ;// dump the text currently in the console to condumpXX.log
connect cmd ;// Connect to a remote server.
connect_hltv cmd ;// Connect to a remote HLTV server.
console_history_size 1000 ;//
consoletool cmd ;// Open a VConsole subtool.
convars_echo_toggle_changes 0 ;// Echo to the console changes caused by toggling.
convert_steamid cmd ;// Convert SteamID into multiple formats
cpu_level 2 ;// CPU Level - Default: High
cpuinfo cmd ;// Print CPU configuration information
crash cmd ;// Crash the client. Optional parameter -- type of crash: 0: read from NULL 1: write to NULL
// 2: DmCrashDump() (xbox360 only) 3: Same but with full heap 4: force an Assert
crash_error cmd ;// Cause the engine to crash by spewing an error (Debug!!)
crash_job cmd ;// Cause the engine to crash in a job thread (Debug!!)
crash_thread cmd ;// Cause the engine to crash in a brand new non-main thread (Debug!!)
create_flashlight cmd ;//
CreatePredictionError cmd ;// Create a prediction error
creditsdone cmd ;//
crowbar_impact_damage_mass 8 ;// cheat
crowbar_impact_damage_scale 1 ;// cheat
csm_bias_override_0 1 ;// cheat
csm_bias_override_1 1 ;// cheat
csm_bias_override_2 1 ;// cheat
csm_bias_override_3 1 ;// cheat
csm_cascade_viewdir_shadow_bias_scale 2 ;// cheat
csm_cascade0_override_dist -1 ;// cheat
csm_cascade1_override_dist -1 ;// cheat
csm_cascade2_override_dist -1 ;// cheat
csm_cascade3_override_dist -1 ;// cheat
csm_max_num_cascades_override -1 ;// cheat
csm_max_shadow_dist_override -1 ;// cheat
csm_res_override_0 0 ;// cheat
csm_res_override_1 0 ;// cheat
csm_res_override_2 0 ;// cheat
csm_res_override_3 0 ;// cheat
csm_slope_scale_db_override -1 ;// cheat
csm_split_log_scalar 0 ;// cheat
csm_viewdir_shadow_bias 0 ;// cheat
custom_game_detail_max_friend_lobbies 3 ;// Max number of friend lobbies shown on custom game detail page.
custom_game_lobby_fake_entries 0 ;// Add fake entries to the custom lobby UI
custom_game_overview_fake_friend_lobbies 0 ;// Fake friend lobbies in custom game overview UI.
custom_game_overview_fake_friends_in_game 0 ;// Fake friends in custom game overview UI.
custom_game_overview_friend_lobbies_to_hide_ingame_friends 4 ;// When there are this many friend lobbies, the friends ingame display is hidden.
custom_game_overview_max_friend_lobbies 3 ;// Max number of friend lobbies shown in custom game overview UI.
custom_game_overview_suppress_friend_data 0 ;// Suppress friend active and historical data on custom game overview UI
customgamesetup_auto_assign_players cmd ;// Automatically assign all curently unassigned player to teams.
customgamesetup_enable_auto_launch cmd ;// Enable or disable automatically launching the game when all players are assigned to a team.
customgamesetup_lock_team_selection cmd ;// Lock or unlock the team selection, when locked players cannot change teams.
customgamesetup_select_team cmd ;// Player selecting a team during custom game setup.
customgamesetup_set_auto_launch_delay cmd ;// Set the amount of time in s that will be set as the remaining time when all players are assigned to a team.
customgamesetup_set_remaining_time cmd ;// Set the number of seconds remaining before the game starts.
customgamesetup_shuffle_players cmd ;// Shuffle the team assignments of all players currently assigned to a team.
cvarlist cmd ;// Show the list of convars/concommands.
cw_alignment 0 ;//
cw_image_height 12 ;//
cw_image_width 12 ;//
cw_vspace -8 ;//
dart_fly_straight_dampening 0 ;// cheat
dart_fly_straight_torque 1 ;// cheat
dbghist_addline cmd ;// Add a line to the debug history. Format: <category id> <line>
dbghist_dump cmd ;// Dump the debug history to the console. Format: <category id> Categories: 0: Entity I/O
// 1: AI Decisions 2: Scene Print 3: Alyx Blind 4: Log of damage done to player
debug_materialmodifycontrol 0 ;// cheat
debug_materialmodifycontrol_client 0 ;//
debug_overlay_fullposition 0 ;// cheat
debug_physimpact 0 ;// cheat
debug_shared_random 0 ;// cheat
debug_touchlinks 0 ;// cheat Spew touch link activity
debug_visibility_monitor 0 ;// cheat
debugoverlay_draw_current 0 ;// cheat Tell debugoverlay to not draw any entries that have aged out by the time of rendering.
// Useful if sim runs more often than rendering.
debugoverlay_ignore_source 0 ;// cheat Draw everything normal and ignore the source for rendering
debugoverlay_show_text_outline 0 ;// cheat Toggle display of box around text
debugoverlay_toggle cmd ;// Toggles visibility of the debug overlay system.
decalfrequency 10 ;// cheat
default_fov 70 ;// cheat
demo_analyze 0 ;// cheat
demo_analyze_all cmd ;// Runs demo_analyze on all demo files found in the dota/demo_analysis/ directory.
demo_analyze_running 0 ;// cheat
demo_avellimit 2000 ;// Angular velocity limit before eyes considered snapped for demo playback.
demo_fastforwardfinalspeed 20 ;// Go this fast when starting to hold FF button.
demo_fastforwardramptime 5 ;// How many seconds it takes to get to full FF speed.
demo_fastforwardstartspeed 2 ;// Go this fast when starting to hold FF button.
demo_flush 0 ;// Flush writing the demo file every network update
demo_goto cmd ;// Skips to location in demo.
demo_gotomark cmd ;// Skips the current demo playback to the marked tick
demo_gototick cmd ;// Skips to a tick in demo.
demo_info cmd ;// Print information about currently playing demo.
demo_interplimit 4000 ;// How much origin velocity before it's considered to have 'teleported' causing interpolation to reset.
demo_interpolateview 1 ;// Do view interpolation during dem playback.
demo_marktick cmd ;// Marks the current demo playback tick for later use
demo_pause cmd ;// Pauses demo playback.
demo_pauseatservertick 0 ;// Pauses demo playback at server tick
demo_quitafterplayback 0 ;// Quits game after demo playback.
demo_recordcommands 1 ;// cheat Record commands typed at console into .dem files.
demo_resume cmd ;// Resumes demo playback.
demo_timescale cmd ;// Sets demo replay speed.
demo_togglepause cmd ;// Toggles demo playback.
demo_usefastgoto 1 ;// Use fast frame skipping when available for demo_goto commands.
demo_writefullupdate_rate 60 ;// Interval time in seconds to write full updates to demo.
demolist cmd ;// Print demo sequence list.
demos cmd ;// Demo demo file sequence.
dev_show_event_dungeon_leaderboards cmd ;// Show the Dungeon event leaderboards
dev_simulate_gcdown cmd ;// <state> Turn on/off simulated GC communications failure (GC is down in a way that we know it is down)
developer 0 ;// Set developer message level.
diffcheck 0 ;// Activate diffcheck system.
diffcheck_playerslot 0 ;//
diffcheck_spew 1 ;// Actually show diffcheck results.
differences cmd ;// Show all convars which are not at their default values (optional restricted to specific flags).
disable_dynamic_prop_loading 0 ;// cheat If non-zero when a map loads, dynamic props won't be loaded
disconnect cmd ;// Disconnect from server
dispcoll_drawplane 0 ;// cheat
display_game_events 0 ;// cheat
displaysoundlist 0 ;// cheat
dlight_debug cmd ;// Creates a dlight in front of the player
dota_1v1_skip_strategy 0 ;// cheat
dota_ability_autocast cmd ;//
dota_ability_debug 0 ;// cheat
dota_ability_dump_refcounts cmd ;// Dumps the modifier refcounts of all hero abilities
dota_ability_execute cmd ;//
dota_ability_execute cmd ;//
dota_ability_execute cmd ;//
dota_ability_learn_mode cmd ;// Enter the mode where ability points can be spent
dota_ability_legacy_mode_quick_cast FALSE ;//
dota_ability_projection_data_file 0 ;//
dota_ability_quick_cast TRUE ;//
dota_ability_quickcast cmd ;//
dota_ability_refcount_modifiers 0 ;// cheat
dota_ability_self_cast_timeout 0.5 ;//
dota_activate_window_on_hero_picking_start 1 ;// If set, brings Dota to the foreground when hero picking starts
dota_activate_window_on_match_found 1 ;// If set, brings Dota to the foreground when match found
dota_activate_window_on_unpause 1 ;// If set, brings Dota to the foreground when unpaused
dota_active_play_section 1 ;//
dota_all_vision 0 ;// cheat
dota_allow_clientside_entities 1 ;//
dota_allow_clientside_particles 1 ;//
dota_allow_invalid_orders 0 ;// cheat
dota_allow_orders_while_paused 0 ;// cheat
dota_allow_pause_in_match 1 ;// cheat Allow players to pause in matchmade games
dota_alt_shows_neutral_spawn_boxes TRUE ;//
dota_alt_shows_tower_attack_range TRUE ;//
dota_always_show_hero_finder FALSE ;//
dota_ambient_cloth 1 ;//
dota_ambient_creatures 0 ;//
dota_ambient_creatures_pop 0 ;//
dota_animation_force_modifier 0 ;// cheat
dota_animation_run cmd ;//
dota_announcer_idle_speech_deathwait 45 ;// cheat This many seconds must pass after a hero dies for an announcer to consider saying idle lines.
dota_announcer_idle_speech_debug 0 ;// cheat If true print debug information about why announcers do or do not idle.
dota_announcer_idle_speech_herodamage_limit 250 ;// cheat If any hero has taken more than this many hitpoints of damage recently, no idles play.
dota_announcer_idle_speech_herodamage_window 45 ;// cheat If any hero has taken more than dota_announcer_idle_speech_herodamage_limit hitpoints of damage
// in this many seconds, no idles play.
dota_announcer_idle_speech_interval 240 ;// cheat After an announcer has said an idle line, another can't play for at least this many seconds.
dota_announcer_idle_speech_minwait 20 ;// cheat Announcers won't say idle speech unless at least this many seconds passed since the last time
// they said something.
dota_announcer_idle_speech_starttime 240 ;// cheat This many seconds must have passed since start of game before announcers poll for idle speech.
dota_apm cmd ;//
dota_armory_automatically_add_new_item_to_collection FALSE ;//
dota_armory_CustomTagDisplayName_1 0 ;//
dota_armory_CustomTagDisplayName_2 0 ;//
dota_armory_CustomTagDisplayName_3 0 ;//
dota_armory_CustomTagDisplayName_4 0 ;//
dota_armory_CustomTagDisplayName_5 0 ;//
dota_armory_CustomTagDisplayName_6 0 ;//
dota_armory_CustomTagDisplayName_7 0 ;//
dota_armory_CustomTagDisplayName_8 1 ;//
dota_assisted_camera_operator_pure_interp_multiplier 16 ;//
dota_auto_connect 0 ;// Automatically connect to the specified server forever
dota_auto_create_proxy 0 ;// Automatically create a proxy
dota_auto_surrender_all_disconnected_timeout 60 ;// cheat If all players have been disconnected for at least N seconds, end the game immediately
dota_autoselect_bots 0 ;// cheat If set, new bots will be autoselected. This is for the item icon editor.
dota_autoselect_entity 0 ;// cheat If set, new bots of the given type will be autoselected. This is for the item icon editor.
dota_bonus_hero_rollover_time -14400 ;// cheat
dota_bot_avg_fps cmd ;// Reports the average fps for this dota game
dota_bot_chat_throttle_duration 4 ;// cheat
dota_bot_client_debug 0 ;// Draw some basic client-side debug info for each hero.
dota_bot_debug_assemble 0 ;// cheat
dota_bot_debug_clear cmd ;// Disables all bot debugging.
dota_bot_debug_clear_all cmd ;// Disables all bot debugging.
dota_bot_debug_grid 0 ;// cheat
dota_bot_debug_grid_cycle cmd ;// Cycles through grid modes.
dota_bot_debug_lanes 0 ;// cheat
dota_bot_debug_minimap 0 ;// cheat
dota_bot_debug_minimap_cycle cmd ;// Cycles through different minimap debug modes.
dota_bot_debug_path 0 ;// cheat
dota_bot_debug_path_avg 0 ;// cheat
dota_bot_debug_path_draw 0 ;// cheat
dota_bot_debug_pathing 0 ;// cheat
dota_bot_debug_potential_location 0 ;// cheat
dota_bot_debug_team 0 ;// cheat
dota_bot_debug_team_power 1 ;//
dota_bot_debug_ward_spots 0 ;// cheat
dota_bot_disable 1 ;// cheat
dota_bot_disable_test 0 ;// cheat
dota_bot_disconnect_player cmd ;// Disconnects the player owner of all bots
dota_bot_dump_state cmd ;// Dumps the entire bot state to the client
dota_bot_failed_pathfind_warnings 0 ;// cheat
dota_bot_force_pick 0 ;// cheat Force bots to pick one of these heroes before falling back to random selection (should be a comma-separated
// list with no spaces)
dota_bot_give_gold cmd ;// Gives all bots the specified amount of gold.
dota_bot_give_item cmd ;// Creates an item for all bots.
dota_bot_give_level cmd ;// Gives all bots the specified number of levels.
dota_bot_level 0 ;// cheat If set, bots will be set to the level specified with appropriate gold on game start
dota_bot_long_frame_limit 2 ;// cheat
dota_bot_match_difficulty 2 ;// Difficulty to play coop bot matches against
dota_bot_match_script_index 2 ;// Bot script index to use for matchmaking
dota_bot_match_solo 0 ;//
dota_bot_match_team 2 ;// What to play in practice bot matches. 0=radiant, 1=dire, 2=random
dota_bot_match_use_matchmaking 0 ;// Fill a bot practice match with human teammates via matchmaking.
dota_bot_mode 0 ;// cheat
dota_bot_pick_odds 500 ;// cheat
dota_bot_populate cmd ;// Populates the remaining slots with bots
dota_bot_potential_debug cmd ;// Displays potential locations for this bot.
dota_bot_practice_difficulty 3 ;// cheat Default difficulty for quick bot practice games
dota_bot_practice_gamemode 1 ;// cheat Default game mode for bot practice games, AP = 1
dota_bot_practice_script 0 ;// cheat Bot script ID (as a string) to use for local games.
dota_bot_practice_select_hero 0 ;// cheat Force selection of a hero for the human player in practice games.
dota_bot_practice_start 0 ;// cheat Whether to start a local game when the map loads
dota_bot_practice_team 0 ;// cheat Default team for quick bot practice games
dota_bot_practice_team_desired 1 ;//
dota_bot_purchase_item_enable 1 ;// cheat
dota_bot_reload_scripts cmd ;// Reloads all the bot scripts
dota_bot_select_debug cmd ;// Displays general bot debugging information.
dota_bot_select_debug_attack cmd ;// Displays debugging info on potential attack targets.
dota_bot_set_difficulty cmd ;// Sets all bots to a particular difficulty (0 = easy, 1 = medium, 2 = hard, 3 = unfair.
dota_bot_takeover_disconnected 0 ;// cheat
dota_bot_tutorial_boss 1 ;// cheat
dota_broadcaster_camera_interp 0 ;//
dota_broadcaster_channel_country_name 0 ;// Broadcaster Channel Country Name
dota_broadcaster_channel_description 0 ;// Broadcaster Channel Description
dota_broadcaster_channel_language 0 ;// Broadcaster Channel Language
dota_broadcaster_channel_save_settings 1 ;//
dota_broadcaster_dismiss_all_stats cmd ;//
dota_building_defended_radius 800 ;// cheat
dota_building_health_loss_warn_interval 9 ;// cheat Minimum seconds between announcer warning a particular building is under attack
dota_camera_accelerate 50 ;//
dota_camera_allow_freecam 0 ;// cheat
dota_camera_assisted_camera_operator_bias_constant_oneteam 1 ;//
dota_camera_assisted_camera_operator_bias_constant_twoteams 0 ;//
dota_camera_assisted_camera_operator_bias_frame_multiplier 1 ;//
dota_camera_assisted_camera_operator_bias_scale 1 ;//
dota_camera_assisted_camera_operator_bias_scale_frame_multiplier 0 ;//
dota_camera_assisted_camera_operator_blend_multiplier 1 ;//
dota_camera_assisted_camera_operator_inner_radius_at_zoomed_in 250 ;//
dota_camera_assisted_camera_operator_input_cooldown 0 ;//
dota_camera_assisted_camera_operator_interp_speed_bias_param 0 ;//
dota_camera_assisted_camera_operator_interp_speed_dist_max 8000 ;//
dota_camera_assisted_camera_operator_interp_speed_dist_min 500 ;//
dota_camera_assisted_camera_operator_interp_speed_multiplier 1 ;//
dota_camera_assisted_camera_operator_interp_speed_speed_max 50 ;//
dota_camera_assisted_camera_operator_interp_speed_speed_min 1 ;//
dota_camera_assisted_camera_operator_max_instanteous_ent_velocity 275 ;//
dota_camera_assisted_camera_operator_mouseclick_duration 0 ;//
dota_camera_assisted_camera_operator_movement_multiplier 4 ;//
dota_camera_assisted_camera_operator_null_zone_enabled 1 ;//
dota_camera_assisted_camera_operator_null_zone_velocity_max 125 ;//
dota_camera_assisted_camera_operator_null_zone_velocity_min 100 ;//
dota_camera_assisted_camera_operator_outer_radius_at_zoomed_in 600 ;//
dota_camera_assisted_camera_operator_pan_movement_interp_multiplier_in 20 ;//
dota_camera_assisted_camera_operator_pan_movement_interp_multiplier_out 6 ;//
dota_camera_assisted_camera_operator_radius_scale_at_zoomed_out 4 ;//
dota_camera_assisted_camera_operator_unit_fade_duration 1 ;//
dota_camera_broadcaster_mousewheel_direction_multiplier 0 ;// Multiplier on direction, used for broadcasters only.
dota_camera_broadcaster_mousewheel_frametime_multiplier 1 ;// Multipler on frametime, used for broadcasters only.
dota_camera_center cmd ;//
dota_camera_center_on_entity cmd ;//
dota_camera_center_on_hero cmd ;//
dota_camera_center_on_hero cmd ;//
dota_camera_deatheffect FALSE ;//
dota_camera_disable_yaw 1 ;// cheat
dota_camera_disable_zoom TRUE ;//
dota_camera_distance 1134 ;// cheat
dota_camera_distance_teamspec 2600 ;// cheat
dota_camera_dotatv_smooth_drag FALSE ;//
dota_camera_dotatv_smooth_drag_drag 0 ;//
dota_camera_dotatv_smooth_drag_inverse 0 ;//
dota_camera_dotatv_smooth_drag_max_speed 25 ;//
dota_camera_drag_factor_zoomed_out 0 ;// cheat
dota_camera_drag_speed 1 ;//
dota_camera_edgemove 1 ;// user
dota_camera_focus_player cmd ;//
dota_camera_fog_end_zoomed_in 2500 ;// cheat
dota_camera_fog_end_zoomed_out 6000 ;// cheat
dota_camera_fog_start_zoomed_in 2000 ;// cheat
dota_camera_fog_start_zoomed_out 4500 ;// cheat
dota_camera_follow cmd ;//
dota_camera_follow cmd ;//
dota_camera_follow_doublepress_time 0 ;//
dota_camera_get_lookatpos cmd ;// Prints the main camera's look-at position.
dota_camera_get_pos cmd ;// Prints the camera position. If you are trying to set DOTA's main camera position, you probably want to use
// dota_camera_get_lookatpos and dota_camera_set_lookatpos.
dota_camera_hero_inspector_bob_amount 0 ;//
dota_camera_hero_inspector_camera_height_percentage 0 ;// % of the hero's hitbox height.
dota_camera_hero_inspector_camera_lookat_height_percentage 0 ;// % of the hero's hitbox height.
dota_camera_hero_inspector_dist_max 1000 ;//
dota_camera_hero_inspector_dist_min 150 ;//
dota_camera_hero_inspector_drag_scale 1 ;//
dota_camera_hero_inspector_drag_speed_const 25 ;//
dota_camera_hero_inspector_drag_yaw_max 89 ;//
dota_camera_hero_inspector_drag_yaw_min -60 ;//
dota_camera_hero_inspector_duration 0 ;//
dota_camera_hero_inspector_fog_end_max 4000 ;//
dota_camera_hero_inspector_fog_end_min 4000 ;//
dota_camera_hero_inspector_fog_start_max 1200 ;//
dota_camera_hero_inspector_fog_start_min 500 ;//
dota_camera_hero_inspector_fov_buffer_multiplier 1 ;//
dota_camera_hero_inspector_fov_default 75 ;//
dota_camera_hero_inspector_fov_max 80 ;//
dota_camera_hero_inspector_fov_min 50 ;//
dota_camera_hero_inspector_grass_skew_multiplier 0 ;//
dota_camera_hero_inspector_mousewheel_direction_multiplier 0 ;//
dota_camera_hero_inspector_mousewheel_frametime_multiplier 2 ;//
dota_camera_hero_inspector_mousewheel_process_interval 0 ;//
dota_camera_hero_inspector_speed_const 4 ;//
dota_camera_hero_inspector_use_third_person 0 ;// Locks the showcase behind the hero
dota_camera_hero_inspector_zfar_max 4000 ;//
dota_camera_hero_inspector_zfar_min 3500 ;//
dota_camera_hold_select_to_follow 0 ;// If set, pressing the select hero button will actively follow and keep you on screen
dota_camera_lerp_duration 2 ;//
dota_camera_listening_offset 700 ;//
dota_camera_lock 0 ;//
dota_camera_lock_lerp 0 ;//
dota_camera_lock_mouse_lead 220 ;//
dota_camera_lock_view_helper 0 ;//
dota_camera_lock_view_helper_ratio 0 ;//
dota_camera_mousewheel_delay_reset_interval 1 ;// The mousewheel delay timer is reset after this interval. Does not apply to spectator zooming.
dota_camera_mousewheel_direction_multiplier 0 ;// Multiplier on direction
dota_camera_mousewheel_start_delay 0 ;// The delay (in seconds) before mousewheeling will begin to actually zoom. Only used for players in-game.
// Does not apply to spectator zooming.
dota_camera_reverse FALSE ;//
dota_camera_saved_position cmd ;//
dota_camera_set_lookatpos cmd ;// Sets the main camera's look-at position from (x,y) coordinates.
dota_camera_smart_follow_drag_distance 6000 ;//
dota_camera_smart_follow_edge_distance 6000 ;//
dota_camera_smart_follow_offset_reset 8 ;//
dota_camera_smart_follow_offset_time 9999 ;//
dota_camera_smooth_count 8 ;//
dota_camera_smooth_distance 96 ;//
dota_camera_smooth_enable 0 ;//
dota_camera_speed 6000 ;//
dota_camera_stage_fov 15 ;//
dota_camera_stage_pitch 0 ;//
dota_camera_stage_rotate 0 ;//
dota_camera_stage_x 25 ;//
dota_camera_stage_y -600 ;//
dota_camera_stage_yaw 90 ;//
dota_camera_stage_z 225 ;//
dota_camera_terrain_sample_timer_duration 0 ;//
dota_camera_yaw_rotate_hold_time 1 ;//
dota_camera_yaw_rotate_speed 0 ;//
dota_camera_z_interp_speed 0 ;//
dota_camera_zfar_zoomed_in 3300 ;// cheat
dota_camera_zfar_zoomed_out 4800 ;// cheat
dota_camera_zoom_return_to_default_speed 0 ;// cheat
dota_camera_zoom_return_to_default_time 30 ;// cheat
dota_camera_zoom_return_to_default_time_spectator_enabled 1 ;//
dota_cameraman_queryunit_slave 0 ;// Query unit controls for camera man. 0=none, 1=copy main broadcaster query unit, but allow local override,
// 2=always slave from main broadcaster, no local control over query unit
dota_cancel_GG cmd ;// Cancel GG call
dota_cd_captain_pick_time 10 ;// cheat
dota_cd_minimum_pick_time 5 ;// cheat
dota_cd_pool_size 27 ;// cheat
dota_chat_allow_global TRUE ;//
dota_chat_broadcast_whispers 1 ;// Show whispers in all chat tabs, not just the tab for the individual user.
dota_chat_disable_refresh_user_list 0 ;//
dota_chat_enable_whispers TRUE ;//
dota_chat_mute_enemies 0 ;// Set to 1 to mute all enemy chat
dota_chat_mute_everyone 0 ;// Set to 1 to mute all incoming chat
dota_chat_scroll_step 10 ;//
dota_cheap_water 1 ;//
dota_check_localization cmd ;// Look over unit and ability data to verify that all the expected localization strings are present
dota_cl_projection_enabled 1 ;//
dota_clear_item_suggestions cmd ;// Clears and recalculates suggested items
dota_client_filesystem_warnings 0 ;// Set fs_warning_level and fs_warning_mode to warn on synchronous file warnings.
dota_cm_captain_pick_time 10 ;// cheat
dota_cm_minimum_pick_time 5 ;// cheat
dota_collapsed_bundled_item_list FALSE ;//
dota_collapsed_new_item_list FALSE ;//
dota_collapsed_recent_item_list FALSE ;//
dota_combatlog_fight_idle_time 5 ;// cheat The amount of time needed to determine a fight is over (no one involved in a fight did anything to anyone
// else involved in the fight).
dota_combatlog_file 0 ;// A file you want to write combatlog events to as they happen.
dota_combatlog_location_interval 1 ;// cheat
dota_combatlog_scan cmd ;// Scans for fights
dota_combatlog_send_death cmd ;// Send death combat log to a client
dota_combatlog_size cmd ;// Calculates the total allocations for a combatlog
dota_combatlog_size_server cmd ;//
dota_combatlog_summary cmd ;//
dota_combatlog_update cmd ;// Send combat log to a client
dota_combatlog_write_test cmd ;// Writes combatlog to disk if you have dota_combatlog_file set
dota_combine_models 1 ;// cheat
dota_commander_report cmd ;// Prints a snapshot of the commander's state
dota_compendium_stretch_goal_popup_tracker 0 ;//
dota_conduct_scorecard_latest_acknowledged 3088 ;//
dota_continue_click_movement_after_cast_cancel FALSE ;//
dota_control_group cmd ;//
dota_control_group cmd ;//
dota_courier_burst cmd ;// Activate speed boost on courier
dota_courier_deliver cmd ;// Order courier to deliver my items
dota_create_bot_wearing_item cmd ;// Creates a bot wearing a given item def index.
dota_create_bot_wearing_set cmd ;// Creates a bot wearing a given set of items from a bundle object.
dota_create_fake_clients cmd ;// Populates the remaining slots with fake clients
dota_create_item cmd ;// Creates an item for the selected unit
dota_create_neutral_hero cmd ;// Creates an unit
dota_create_unit cmd ;// Creates an unit
dota_creep_stack_nearby_hero_radius 3000 ;// cheat
dota_creeps_no_spawning 1 ;// cheat
dota_custom_game_library_filter 0 ;// Custom game library filter type
dota_custom_game_library_sort 0 ;// Custom game library sort type
dota_custom_game_win_score 11 ;// cheat
dota_custom_games_enable_browse_tab 1 ;//
dota_custom_games_exclude 0 ;// Comma separated list of IDs to exclude from custom games overview page
dota_custom_ui_debug_panel cmd ;// Usage: dota_custom_ui_debug_panel <panel_type_index>
dota_cycle_prev_selected cmd ;//
dota_cycle_selected cmd ;//
dota_damage_flash 1 ;// cheat Flash when enemies take damage from the player
dota_daynightcycle_pause 0 ;// cheat 0 = resume day/night cycle; 1 = pause day/night cycle; default = 0;
dota_daynightcycle_toggle cmd ;// Toggle the day-night cycle.
dota_dead_unit_delete_time 1 ;// cheat
dota_dead_unit_disappear_time 4 ;// cheat
dota_debug_global_light 0 ;// cheat
dota_debug_lasthit_timing 0 ;// cheat
dota_debug_location_x 0 ;// cheat
dota_debug_location_y 0 ;// cheat