dota2 elementrandom tower defensee怎么玩

Gem Tower Defense
Gem Tower Defense is one of the best tower defense strategy games you can play today. For those who want to experience something a bit different,
like roulette and slots and earn some real money. For those that like a bit more skill in their games though,
is perfect for you., where you can find sites to try out the various blackjack strategies to help you win more.
Special Gem RecipesFrom Wikipedia, the free encyclopedia
Defense of the Ancients (DotA) is a
for the video game
and its expansion, . The objective of the game is for each team to destroy their opponents' Ancient, a heavily guarded structure at the opposing corner of the map, which is based on the "Aeon of Strife" map for . Players use powerful units known as , and are assisted by allied teammates and -controlled fighters. As in , players
their heroes and use gold to buy equipment during the mission.
The scenario was developed with the "" of Reign of Chaos, and was updated upon the release of its expansion, The Frozen Throne. There have been many variations of the original concept, the most popular being DotA Allstars, eventually simplified to DotA. The mod has been maintained by several authors during development, with the
designer, known as , maintaining the game since the mid-2000s.
DotA became a feature at several worldwide tournaments, including 's
and the Asian . Critical reception to DotA was positive, with it being called one of the most popular mods of any game. DotA is largely attributed to being the most significant inspiration for the multiplayer online battle arena genre. American video game developer
acquired the intellectual property rights to DotA in 2009 to develop a stand-alone sequel, , which released in July 2013.
A game of DotA in progress
Defense of the Ancients pits two teams of players against each other: the Sentinel and the Scourge. Players on the Sentinel team are based at the southwest corner of the map, and those on the Scourge team are based at the northeast corner. Each base is defended by towers and waves of units which guard the main paths leading to their base. In the center of each base is the "Ancient", a building that must be destroyed to win the game.
Each human player controls one , a powerful unit with unique abilities. In DotA, players on each side choose one of 112 heroes, each with different abilities and tactical advantages over other heroes. The scenario is highly team- it is difficult for one player to carry the team to victory alone. DotA allows up to ten players in a five-versus-five format.
Because the gameplay revolves around strengthening individual heroes, it does not require focus on resource management and base-building, unlike most traditional
games. Killing computer-controlled or neutral uni the player gains a level when enough experience is accumulated.
improves the hero's toughness and the damage they inflict, and allows players to upgrade spells or skills. In addition to accumulating experience, players also manage a single resource of gold. The typical resource-gathering of Warcraft III is replaced by a combat-o in addition to a small periodic income, heroes earn gold by killing or destroying hostile units, base structures, and enemy heroes. This has caused emphasis on a technique called "last-hitting," which is when the player attacks a hostile unit when "its hit points are low enough to kill it with one blow". Using gold, players buy items to strengthen their her certain items can be combined with recipes to create more powerful items. Buying items that suit one's hero is an important tactical element of the mod.
DotA offers a variety of game modes, selected by the game host at the beginning of the match. The game modes dictate the difficulty of the scenario, as well as whether players can choose their hero or are assigned one randomly. Many game modes can be combined, allowing more flexible options.
is the third title in the
games developed by . As with , Blizzard included a free "" in the game that allows players to create custom scenarios or "maps" for the game, which can be played online with other players through . These custom scenarios can be simple terrain changes, which play like normal Warcraft games, or they can be entirely new game scenarios with custom objectives, units, items, and events, like Defense of the Ancients.
The first version of Defense of the Ancients was released in 2002 by Kyle Sommer who goes by the alias Eul. The map is based on a previous
scenario known as "Aeon of Strife". After the release of Warcraft's expansion The Frozen Throne, which added new features to the World Editor, Eul did not update the scenario. Other mapmakers produced spinoffs that added new heroes, items, and features. Among the DotA variants created in the wake of Eul's map, there was DotA Allstars, originally created and developed by custom map makers Meian and Ragn0r, who took the most popular heroes and compiled them into one map. In March 2004, map maker Guinsoo (real name Stephen Feak) took control of development and began the 3.xx to 5.xx series of DotA Allstars. On February 28, 2005, Guinsoo announced that he would stop creating custom maps for Warcraft III, leaving the development of DotA to Neichus and , with the former also leaving shortly after. This started the 6.xx series which was led by IceFrog.
Defense of the Ancients is maintained via official forums. Users can post ideas for new heroes or items, some of which are added to the map. Players have contributed icons and hero descriptions and created the artwork displayed while the map loads, and suggestions for changes to existing heroes or items IceFrog once changed a new hero less than two weeks after the new version of the map was released. Versions of the scenario where enemy heroes are controlled by artificial intelligences have also been released. Mescon continued to maintain dota-allstars.com, which by the end of IceFrog's affiliation in May 2009 had over 1,500,000 registered users and had received over one million unique visitors every month. Due to their separation, IceFrog announced that he would be further developing a new official site, playdota.com, while continu Mescon closed dota-allstars on July 22, 2010, citing dropping statistics and his new passion for
as the reason for its end.
Because Warcraft III custom games have none of the features designed to improve game quality (matchmaking players based on connection speed, etc.), various programs are used to maintain Defense of the Ancients. External tools ping player's locations, and games can be named to exclude geographic regions. Clans and committees such as TDA maintain their own official list of rules and regulations, and players can be kicked from matches by being placed on "banlists".
The top three finalists from the first
Defense of the Ancients championship
The popularity of Defense of the Ancients increased over time. The scenario was featured by
in a review of new maps and mods in Warcraft III. DotA Allstars became an important tournament scenario, starting with its prominence at the debut of Blizzard's
convention in 2005. DotA Allstars was also featured in the
starting in 2005, and the World Cyber Games Asian Championships beginning with the 2006 season. Defense of the Ancients was included in the game lineup for the internationally recognized Cyberathlete Amateur League and CyberEvolution leagues. Additionally, the scenario appeared in
(ESWC) 2008; Oliver Paradis, ESWC's competition manager, noted that the high level of community support behind the scenario, as well as its worldwide appeal, were among the reasons it was chosen.
The scenario is popular in man in the Philippines and Thailand, it is played as much as the game . It is also popular in Sweden and other Northern European countries, where the Defense of the Ancients-inspired song "" by Swedish musician
cracked the top ten Singles Charts in Sweden, Norway, and Finland.
tournaments are a major part of worldwide play, including tournaments in Sweden and R however, due to a lack of LAN tournaments and championships in North America, several teams disbanded. Blizzard points to DotA as an example of what dedicated mapmakers can create using developer's tools.
In June 2008, captainSMRT, writing for , stated that DotA "is likely the most popular and most-discussed free, non-supported game mod in the world". In pointing to the strong community built around the game, Walbridge stated that DotA shows it is much easier for a community game to be maintained by the community, and this is one of the maps' greatest strengths. Former game journalist
called DotA "the ultimate ".
Defense of the Ancients has been credited as one of the influences for the 2009
title , with the video game publication
noting the game's premise revolved around aspiring gods "[playing] DotA in real life". Guinsoo went on to apply many of the mechanics and lessons he learned from Defense of the Ancients to the
title . Other "DotA clones" include ' .
has also developed a new game inspired by DotA titled , which features an array of heroes from Blizzard's franchises.
In October 2009, IceFrog was hired by , leading a team in a project that he described as "great news for DotA fans". Valve officially announced the stand-alone sequel, , in October 2010. Dota 2 follows heavily in the gameplay style of DotA, with aesthetics and heroes working mostly as direct
to the original mod. In addition to the pre-conceived gameplay constants, Dota 2 also features
support and profile tracking, intended to emphasize and support the game's matchmaking and community.
The marketing and trademark of Dota as a franchise by Valve gained concern and opposition from the DotA Allstars contributors working at Riot Games, as well as Blizzard Entertainment, both of which legally opposed the franchising of Dota by Valve. The legal dispute was conceded in May 2012, with Valve gaining undisputed franchising rights for commercial use to the trademark, while non-commercial use remains open to the public. Dota 2 was officially released in July 2013.
Walbridge, Michael (June 12, 2008). .
Sharkey, Mike (August 11, 2010). . Gamespy.com. Archived from
on August 18, .
Reilly, Jim (May 11, 2012). . . Archived from
on July 24, .
Hernandez, Patricia (July 9, 2013). . Kotaku 2013.
. PlayDota.com. Archived from
on July 23, .
Lodaya, Punit (February 9, 2006). . TechTree.com. Archived from
on June 25, .
. PlayDotA.com 2013.
Nair, Neha (October 30, 2007). . . Archived from
on June 24, .
Tok, Kevin (January 25, 2006). . . Archived from
on January 24, .
Lodaya, Punit (February 9, 2006). . TechTree.com. Archived from
on May 22, .
Lo, Jaclyn (April 3, 2008). . GotFrag.com. Archived from
on June 30, .
. PlayDotA.com. Archived from
on January 2, .
Tok, Kevin (January 25, 2006). . . Archived from
on June 24, .
Warcraft III Instruction Manual (World Editor ed.). Blizzard Entertainment. 2002. p. 16.
Waldbridge, Michael (May 30, 2008). . GameSetWatch. Archived from
on April 17, .
Mowen (May 14, 2009). . mobafire.com 2015.
YaphetS (June 1, 2013). . facebook.com 2015.
Nair, Neha (April 28, 2009). . Dota-Allstars.com. Archived from
on May 19, .
IceFrog (May 14, 2009). . PlayDotA.com 2009.
Staff (September 1, 2004). .
Staff (2005). . Blizzard. Archived from
on July 2, .
. World Cyber Games. August 5, 2006. Archived from
on October 11, .
. cevolved.com. Archived from
on August 31, .
Banks, James (January 6, 2008). . . Archived from
on July 25, .
Saylor, Robby (February 14, 2008). . . Archived from
on June 25, .
Nair, Neha (January 18, 2008). . . Archived from
on June 24, .
Nair, Neha (October 30, 2007). . . Archived from
on November 1, .
Fahey, Mike (February 12, 2009). . Kotaku 2009.
. norwegiancharts.com. Archived from
on August 26, .
. finnishcharts.com 2007.
Mielke, James (July 2007). "Will Work for Vespene G Ten minutes with StarCraft II lead producer Chris Sigaty".
O'Connor, F Smith, Luke (February 19, 2008). . . Archived from
on April 11, .
Purchese, Rob (March 4, 2008). .
Paul, Ure (March 4, 2008). . ActionTrip. Archived from
on January 24, .
Lopez, Miguel (February 21, 2008). .
Perez, Daniel (January 16, 2009). . . Archived from
on January 24, .
Ng, Keane (July 14, 2009). .
Nguyen, Thierry (September 1, 2009). . . Archived from
on January 24, .
Narcisse, Evan (October 17, 2013). . Kotaku 2013.
O'Conner, Alice (October 5, 2009). .
Biessener, Adam (October 23, 2010). . . Archived from
on August 19, .
Onyett, Charles (January 8, 2011). . IGN 2011.
Plunkett, Luke (February 10, 2012). . Kotaku.
Hernandez, Patricia (July 9, 2013). . Kotaku 2013.
: Hidden categories:拒绝访问 | www.ooqiu.com | 百度云加速
请打开cookies.
此网站 (www.ooqiu.com) 的管理员禁止了您的访问。原因是您的访问包含了非浏览器特征(3dfdf351c3ec4d14-ua98).
重新安装浏览器,或使用别的浏览器DOTA2命令大全_文档资料库
DOTA2命令大全
Console Command List
The following list is comprised of all console commands in Dota 2.
Note: Commands with &Yes& in &Cheat?& column require sv_cheats 1 to be active before working.
_autosavedangerous
AutoSaveDangerous
_bugreporter_restart
Restarts bug reporter .dll
_cl_minimapzoom
Automates fov command to server.
_overview_mode
Overview mode - 0=off, 1=inset, 2=full
Record a demo incrementally.
Shutdown and restart the engine.
achievement_debug
Turn on achievement debug msgs.
activategameui
Add an IP address to the ban list.
adsp_alley_min
adsp_courtyard_min
adsp_debug
adsp_door_height
adsp_duct_min
adsp_hall_min
adsp_low_ceiling
adsp_opencourtyard_min
adsp_openspace_min
adsp_openstreet_min
adsp_openwall_min
adsp_room_min
adsp_street_min
adsp_tunnel_min
adsp_wall_height
ai_debug_shoot_positions
ai_shot_bias_max
ai_shot_bias_min
Alias a command.
anim_3wayblend
Toggle the 3-way animation blending code.
anim_showmainactivity
Show the idle, walk, run, and/or sprint activities.
askconnect_accept
Accept a redirect request by the server.
asw_engine_finished_building_map
Notify engine that we've finished building a map
async_allow_held_files
Allow AsyncBegin/EndRead()
async_mode
Set the async filesystem mode (0 = async, 1 = synchronous)
async_resume
async_serialize
Force async reads to serialize for profiling
async_simulate_delay
Simulate a delay of up to a set msec per file operation
async_suspend
audit_save_in_memory
Audit the memory usage and files in the save-to-memory system
autosavedangerous
AutoSaveDangerous
autosavedangerousissafe
Add a user ID to the ban list.
Add an IP address to the ban list.
Ends gathering of info.
bench_showstatsdialog
Shows a dialog displaying the most recent benchmark results.
bench_start
Starts gathering of info. Arguments: filename to write results into
bench_upload
Uploads most recent benchmark stats to the Valve servers.
benchframe
Takes a snapshot of a particular frame in a time demo.
Bind a key.
BindToggle
Performs a bind &key& 'increment var &cvar& 0 1 1'
blackbox_dump
Dump the contents of the blackbox
blackbox_record
Record an entry into the blackbox
BlendBonesMode
blink_duration
How many seconds an eye blink will last.
Draw a debug box.
budget_averages_window
number of frames to look at when figuring out average frametimes
budget_background_alpha
how translucent the budget panel is
budget_bargraph_background_alpha
how translucent the budget panel is
budget_bargraph_range_ms
budget bargraph range in milliseconds
budget_history_numsamplesvisible
number of samples to draw in the budget history window. The lower the better as far as rendering overhead of the budget panel
budget_history_range_ms
budget history range in milliseconds
budget_panel_bottom_of_history_fraction
number between 0 and 1
budget_panel_height
height in pixels of the budget panel
budget_panel_width
width in pixels of the budget panel
budget_panel_x
number of pixels from the left side of the game screen to draw the budget panel
budget_panel_y
number of pixels from the top side of the game screen to draw the budget panel
budget_peaks_window
number of frames to look at when figuring out peak frametimes
budget_show_averages
enable/disable averages in the budget panel
budget_show_history
turn history graph off and on. . good to turn off on low end
budget_show_peaks
enable/disable peaks in the budget panel
budget_toggle_group
Turn a budget group on/off
Show the bug reporting UI.
bugreporter_console_bytes
Max # of console bytes to put into bug report body (full text still attached).
bugreporter_includebsp
Include .bsp for internal bug submissions.
bugreporter_snapshot_delay
Frames to delay before taking snapshot
bugreporter_uploadasync
Upload attachments asynchronously
bugreporter_username
Username to use for bugreporter
buildcubemaps
Rebuild cubemaps.
building_cubemaps
c_maxdistance
c_maxpitch
c_mindistance
c_minpitch
c_orthoheight
c_orthowidth
c_thirdpersonshoulder
c_thirdpersonshoulderaimdist
c_thirdpersonshoulderdist
c_thirdpersonshoulderheight
c_thirdpersonshoulderoffset
cache_print
cache_print [section] Print out contents of cache memory.
cache_print_lru
cache_print_lru [section] Print out contents of cache memory.
cache_print_summary
cache_print_summary [section] Print out a summary contents of cache memory.
cam_collision
When in thirdperson and cam_collision is set to 1, an attempt is made to keep the camera from passing though walls.
cam_command
Tells camera to change modes
cam_idealdelta
Controls the speed when matching offset to ideal angles in thirdperson view
cam_idealdist
cam_ideallag
Amount of lag used when matching offset to ideal angles in thirdperson view
cam_idealpitch
cam_idealyaw
cam_showangles
When in thirdperson, print viewangles/idealangles/cameraoffsets to the console.
cam_snapto
-camdistance
+camdistance
+cameragrip
-cameragrip
+cammousemove
-cammousemove
Switch to orthographic camera.
+campitchdown
-campitchdown
+campitchup
-campitchup
+camyawleft
-camyawleft
+camyawright
-camyawright
cancelselect
cc_captiontrace
Show missing closecaptions (0 = no, 1 = devconsole, 2 = show in hud)
Emits a closed caption
cc_findsound
Searches for soundname which emits specified text.
Flushes async'd captions.
Current close caption language (emtpy = use game UI language)
cc_linger_time
Close caption linger time.
cc_minvisibleitems
Minimum number of caption items to show.
cc_predisplay_time
Close caption delay before showing caption.
Emits a random caption
cc_sentencecaptionnorepeat
How often a sentence can repeat.
cc_showblocks
Toggles showing which blocks are pending/loaded async.
cc_showmissing
Show missing closecaption entries.
cc_subtitles
If set, don't show sound effect captions, just voice overs (i.e., won't help hearing impaired players).
centerview
changelevel
Change server to the specified map
changelevel2
Transition to the specified map in single player
chat_channel_debug
Print members of a chat channel
chat_dump_channels
Join a chat channel
chat_leave
Leave a chat channel
Send a message to the specified channel
circle_paintsplat_alpha_offset
alpha offset from max radius of the splat circle, -1 = no offset
circle_paintsplat_bias
Change bias value for computing circle buffer
circle_paintsplat_enabled
circle_paintsplat_max_alpha_noise
Max noise value of circle alpha
circle_paintsplat_noise_enabled
circle_paintsplat_radius
Change the radius of circle in paintmap
cl_aggregate_particles
cl_allowdownload
Client downloads customization files
cl_allowupload
Client uploads customization files
cl_ambient_light_disableentities
Disable map ambient light entities.
cl_anglespeedkey
cl_animationinfo
Hud element to examine.
cl_backspeed
cl_biofeedback_collection_window
Number of seconds of biofeedback data to use in human player excitement calculation.
cl_blobulator_freezing_max_metaball_radius
Setting this can create more complex surfaces on large hitboxes at the cost of performance.
cl_blurClearAlpha
0-255, but 0 has errors at the moment
cl_blurDebug
cl_blurPasses
cl_blurTapSize
cl_burninggibs
A burning player that gibs has burning gibs.
cl_camera_follow_bone_index
Index of the bone to follow. -2 == disabled. -1 == root bone. 0+ is bone index.
cl_chat_active
cl_chatfilters
Stores the chat filter settings
Default class when joining a game
cl_clearhinthistory
Clear memory of client side hints displayed to the player.
cl_clock_correction
Enable/disable clock correction on the client.
cl_clock_correction_adjustment_max_amount
Sets the maximum number of milliseconds per second it is allowed to correct the client clock. It will only correct this amount
cl_clock_correction_adjustment_max_offset
As the clock offset goes from cl_clock_correction_adjustment_min_offset to this value (in milliseconds), it moves towards apply
cl_clock_correction_adjustment_min_offset
If the clock offset is less than this amount (in milliseconds), then no clock correction is applied.
cl_clock_correction_force_server_tick
Force clock correction to match the server tick + this offset (-999 disables it).
cl_clock_showdebuginfo
Show debugging info about the clock drift.
cl_clockdrift_max_ms
Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server's.
cl_clockdrift_max_ms_threadmode
Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server's.
cl_cmdrate
Max number of command packets sent to server per second
cl_colorfastpath
cl_customsounds
Enable customized player sound playback
cl_demoviewoverride
Override view during demo playback
cl_detail_multiplier
extra details to create
cl_detaildist
Distance at which detail props are no longer visible
cl_detailfade
Distance across which detail props fade in
cl_disable_ragdolls
cl_disable_water_render_targets
cl_dota_showents
Dump entity list to console.
cl_downloadfilter
Determines which files can be downloaded from the server (all, none, nosounds)
cl_drawhud
Enable the rendering of the hud
cl_drawleaf
cl_drawmaterial
Draw a particular material over the frame
cl_drawmonitors
cl_drawshadowtexture
cl_dump_particle_stats
dump particle profiling info to particle_profile.csv
cl_dumpplayer
Dumps info about a player
cl_dumpsplithacks
Dump split screen workarounds.
cl_ejectbrass
cl_enable_remote_splitscreen
Allows viewing of nonlocal players in a split screen fashion
cl_ent_absbox
Displays the client's absbox for the entity under the crosshair.
cl_ent_bbox
Displays the client's bounding box for the entity under the crosshair.
cl_ent_rbox
Displays the client's render box for the entity under the crosshair.
cl_entityreport
For debugging, draw entity states to console
cl_extrapolate
Enable/disable extrapolation if interpolation history runs out.
cl_extrapolate_amount
Set how many seconds the client will extrapolate entities for.
cl_fastdetailsprites
whether to use new detail sprite system
cl_fasttempentcollision
cl_find_ent
Find and list all client entities with classnames that contain the specified substring. Format: cl_find_ent &substring&
cl_find_ent_index
Display data for clientside entity matching specified index. Format: cl_find_ent_index &index&
cl_flushentitypacket
For debugging. Force the engine to flush an entity packet.
cl_forcepreload
Whether we should force preloading.
cl_forwardspeed
cl_foundry_ShowEntityHighlights
cl_fullupdate
Forces the server to send a full update packet
cl_globallight_debug
cl_globallight_depth_bias
cl_globallight_expansion
cl_globallight_freeze
cl_globallight_orig_calc_frustum
cl_globallight_shadow_mode
cl_globallight_slope_scale_depth_bias
cl_globallight_use_alt_focus_region
cl_globallight_use_optimized_calc_frustum
cl_globallight_world_bottom_height
cl_globallight_world_top_height
cl_heatmap_fancy
cl_heatmap_off
Turn off heat map viz
cl_heatmap_particle_rendering
Turn on heat map for particle_rendering
cl_heatmap_particle_simulation
Turn on heat map for particle_simulation
cl_heatmap_particle_sys
Turn on heat map for particle_sys
cl_heatmap_particles
Turn on heat map for particles
cl_heatmap_particles_in_mem
Turn on heat map for particles_in_mem
cl_heatmap_pause
cl_heatmap_scale
cl_idealpitchscale
cl_ignorepackets
Force client to ignore packets (for debugging).
Sets the interpolation amount (bounded on low side by server interp ratio settings).
cl_interp_all
Disable interpolation list optimizations.
cl_interp_npcs
Interpolate NPC positions starting this many seconds in past (or cl_interp, if greater)
cl_interp_ratio
Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
cl_interp_threadmodeticks
Additional interpolation ticks to use when interpolating with threaded engine mode set.
cl_jiggle_bone_debug
Display physics-based 'jiggle bone' debugging information
cl_jiggle_bone_debug_pitch_constraints
Display physics-based 'jiggle bone' debugging information
cl_jiggle_bone_debug_yaw_constraints
Display physics-based 'jiggle bone' debugging information
cl_jiggle_bone_invert
cl_jiggle_bone_sanity
Prevent jiggle bones from pointing directly away from their target in case of numerical instability.
cl_lagcomp_errorcheck
Player index of other player to check for position errors.
cl_lagcompensation
Perform server side lag compensation of weapon firing events.
cl_language
Language (from Steam API)
cl_leafsystemvis
cl_leveloverview
cl_leveloverviewmarker
cl_localnetworkbackdoor
Enable network optimizations for single player games.
cl_logofile
Spraypoint logo decal.
cl_maxrenderable_dist
Max distance from the camera at which things will be rendered
cl_modelfastpath
cl_mouseenable
cl_mouselook
Set to 1 to use mouse for look, 0 for keyboard look. Cannot be set while connected to a server.
cl_observercrosshair
cl_overdraw_test
cl_panelanimation
blank for all panels&.
cl_particle_batch_mode
cl_particle_fallback_base
Base for falling back to cheaper effects under load.
cl_particle_fallback_multiplier
Multiplier for falling back to cheaper effects under load.
cl_particle_retire_cost
cl_particle_sim_fallback_base_multiplier
How aggressive the switch to fallbacks will be depending on how far over the cl_particle_sim_fallback_threshold_ms the sim time
cl_particle_sim_fallback_threshold_ms
Amount of simulation time that can elapse before new systems start falling back to cheaper versions
cl_particle_simulate
Enables/Disables Particle Simulation
cl_particles_dump_effects
cl_particles_dumplist
Dump all new particles, optional name substring.
cl_particles_show_bbox
cl_particles_show_controlpoints
Dump entity by prediction classname.
Dump info about this entity to screen.
cl_phys_block_dist
cl_phys_block_fraction
cl_phys_maxticks
Sets the max number of physics ticks allowed for client-side physics (ragdolls)
cl_phys_timescale
Sets the scale of time for client-side physics (ragdolls)
cl_pitchdown
cl_pitchspeed
cl_pitchup
cl_playback_screenshots
Allows the client to playback screenshot and jpeg commands in demos.
cl_playerspraydisable
Disable player sprays.
cl_precacheinfo
Show precache info (client).
cl_pred_doresetlatch
cl_pred_error_verbose
Show more field info when spewing prediction errors.
cl_pred_optimize
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
&entindex& &fieldname&: Track changes to entity index entindex, for field fieldname.
cl_predict
Perform client side prediction.
cl_predictioncopy_describe
Describe datamap_t for entindex
cl_predictionlist
Show which entities are predicting
cl_predictweapons
Perform client side prediction of weapon effects.
cl_ragdoll_collide
cl_ragdoll_gravity
Sets the gravity client-side ragdolls
cl_removedecals
Remove the decals from the entity under the crosshair.
cl_report_soundpatch
reports client-side sound patch count
Delay in seconds before the client will resend the 'connect' attempt
cl_retire_low_priority_lights
Low priority dlights are replaced by high priority ones
cl_screenshotname
Custom Screenshot name
cl_SetupAllBones
cl_shadowtextureoverlaysize
cl_shadowtextureoverlayx
cl_shadowtextureoverlayy
cl_show_bounds_errors
cl_show_splashes
cl_showanimstate_activities
Show activities in the (client) animation state display.
cl_showbackpackrarities
Show item rarities within the backpack.
cl_ShowBoneSetupEnts
Show which entities are having their bones setup each frame.
cl_showdemooverlay
How often to flash demo recording/playback overlay (0 - disable overlay, -1 - show always)
cl_showents
Dump entity list to console.
cl_showerror
Show prediction errors, 2 for above plus detailed field deltas.
cl_showevents
Print event firing info in the console
cl_showfps
Draw fps meter at top of screen (1 = fps, 2 = smooth fps, 3 = server MS, 4 = Show FPS and Log to file )
cl_showhelp
Set to 0 to not show on-screen help
cl_showncustomtabhelp
cl_showpausedimage
Show the 'Paused' image when game is paused.
cl_showpluginmessages
Allow plugins to display messages to you
cl_showpos
Draw current position at top of screen
cl_ShowSunVectors
cl_showtextmsg
Enable/disable text messages printing on the screen.
cl_sidespeed
cl_simdbones
Use SIMD bone setup.
cl_skipfastpath
Set to 1 to stop all models that go through the model fast path from rendering
cl_skipslowpath
Set to 1 to skip any models that don't go through the model fast path
Smooth view/eye origin after prediction errors
cl_smoothtime
Smooth client's view after prediction error over this many seconds
cl_soundemitter_flush
Flushes the sounds.txt system (client only)
cl_soundfile
Jingle sound file.
cl_soundscape_flush
Flushes the client side soundscapes
cl_soundscape_printdebuginfo
print soundscapes
cl_spec_mode
spectator mode
cl_spectator_cmdrate
When connected to hltv or playing a demo, use this as the command rate
cl_spectator_interp_ratio
When connected to hltv or playing a demo, adjust the interp time by this ratio.
cl_sporeclipdistance
cl_ss_origin
print origin in script format
cl_sun_decay_rate
cl_sunlight_depthbias
cl_sunlight_ortho_size
Set to values greater than 0 for ortho view render projections.
Default team when joining a game
cl_threaded_bone_setup
Enable parallel processing of C_BaseAnimating::SetupBones()
cl_threaded_init
cl_timeout
After this many seconds without receiving a packet from the server, the client will disconnect itself
cl_tlucfastpath
cl_tracer_whiz_distance
cl_tree_sway_dir
sets tree sway wind direction and strength
cl_updaterate
Number of packets per second of updates you are requesting from the server
cl_updatevisibility
Updates visibility bits.
cl_upspeed
cl_use_simd_bones
1 use SIMD bones 0 use scalar bones.
Set the view entity index.
cl_voice_filter
Filter voice by name substring
cl_voice_team_filter
Filter voice by team index
cl_winddir
Weather effects wind direction angle
cl_windspeed
Weather effects wind speed scalar
cl_yawspeed
Clear all console output.
clientport
Host game client port
closecaption
Enable close captioning.
cloth_debug
cloth_editor
cloth_editor
cloth_force
creates a test force
cloth_max_force
cloth_reload
reload cloth files
cloth_simulate
cloth_static
set cloth to a static pose
cloth_test
cloth_update
Forward command to server.
sets userinfo string for split screen player in slot 1
sets userinfo string for split screen player in slot 2
sets userinfo string for split screen player in slot 3
sets userinfo string for split screen player in slot 4
colorcorrectionui
Show/hide the color correction tools UI.
combine_disp_images
combine_disp_images
+commandermousemove
-commandermousemove
commentary_firstrun
commentary_showmodelviewer
Display the commentary model viewer. Usage: commentary_showmodelviewer &model name& &optional attached model name&
commentary_testfirstrun
con_drawnotify
Disables drawing of notification area (for taking screenshots).
con_enable
Allows the console to be activated.
con_filter_enable
Filters console output based on the setting of con_filter_text. 1 filters completely, 2 displays filtered text brighter than ot
con_filter_text
Text with which to filter console spew. Set con_filter_enable 1 or 2 to activate.
con_filter_text_out
Text with which to filter OUT of console spew. Set con_filter_enable 1 or 2 to activate.
con_logfile
Console output gets written to this file
con_notifytime
How long to display recent console text to the upper part of the game window
con_nprint_bgalpha
Con_NPrint background alpha.
con_nprint_bgborder
Con_NPrint border size.
con_timestamp
Prefix console.log entries with timestamps
Print console text to low level printout.
dump the text currently in the console to condumpXX.log
Connect to specified server.
Number of console lines to overlay for debugging.
Cooperative play.
CPU Level - Default: High
Cause the engine to crash (Debug!!)
create_scaleform_dashboard
Creates the test scaleform dashboard
Show the list of convars/concommands.
das_max_z_trace_length
Maximum height of player and still test for adsp
das_process_overhang_spaces
dashboard_page_scroll_time
dashboard_play_type_scroll_time
dashboard_section_scroll_time
datacachesize
Size in MB.
dbg_demofile
deathmatch
Running a deathmatch server.
debug_circle_splat
debug_materialmodifycontrol_client
debug_paint_seam
debugsystemui
Show/hide the debug system UI.
default_fov
demo_avellimit
Angular velocity limit before eyes considered snapped for demo playback.
demo_debug
Demo debug info.
demo_fastforwardfinalspeed
Go this fast when starting to hold FF button.
demo_fastforwardramptime
How many seconds it takes to get to full FF speed.
demo_fastforwardstartspeed
Go this fast when starting to hold FF button.
demo_gototick
Skips to a tick in demo.
demo_interplimit
How much origin velocity before it's considered to have 'teleported' causing interpolation to reset.
demo_interpolateview
Do view interpolation during dem playback.
demo_legacy_rollback
Use legacy view interpolation rollback amount in demo playback.
demo_pause
Pauses demo playback.
demo_pauseatservertick
Pauses demo playback at server tick
demo_quitafterplayback
Quits game after demo playback.
demo_recordcommands
Record commands typed at console into .dem files.
demo_resume
Resumes demo playback.
demo_timescale
Sets demo replay speed.
demo_togglepause
Toggles demo playback.
Print demo sequence list.
Demo demo file sequence.
Show/hide the demo player UI.
Bring the advanced demo player UI (demoui2) to foreground.
Send the advanced demo player UI (demoui2) to background.
Show/hide the advanced demo player UI (demoui2).
Set developer message level
devshots_nextmap
Used by the devshots system to go to the next map in the devshots maplist.
devshots_screenshot
Used by the -makedevshots system to take a screenshot. For taking your own screenshots, use the 'screenshot' command instead.
differences
Show all convars which are not at their default values.
disable_static_prop_loading
If non-zero when a map loads, static props won't be loaded
disconnect
Disconnect game from server.
disp_dynamic
display_elapsedtime
Displays how much time has elapsed since the game started
display_game_events
dlight_debug
Creates a dlight in front of the player
dota_ability_autocast
dota_ability_execute
dota_ability_learn_mode
Enter the mode where ability points can be spent
dota_ability_quick_cast
dota_achievement_showcase
Select which achievements you want to show off
dota_all_vision
dota_allow_invalid_orders
dota_always_show_player_names
If set, always show player names
dota_animation_force_modifier
dota_auto_connect
Automatically connect to the specified server forever
dota_auto_create_proxy
Automatically create a proxy
dota_barndoors
dota_base_replay_url
dota_beta_debug
Prints local dota beta participation object
dota_bink_audio
Set to 0 to disable audio in bink movies
dota_bio_debug
Show SCL value in UI
dota_bot_client_debug
Draw some basic client-side debug info for each hero.
dota_bot_mode
dota_broadcaster_language
Set to automatically follow a particular broadcast language. -1 = none, 0 = English, 1 = German, 6 = Chinese, 8= Russian
dota_button_fade_in_time
dota_button_ready_fade_time
dota_button_ready_start_alpha
dota_button_unlearned_saturation
dota_camera_accelerate
dota_camera_center
dota_camera_disable_zoom
dota_camera_distance
dota_camera_drag_speed
dota_camera_edgemove
-dota_camera_follow
+dota_camera_follow
dota_camera_follow_doublepress_time
dota_camera_getpos
Gets the camera position
dota_camera_heightmap
dota_camera_listening_offset
dota_camera_lock
dota_camera_lock_mouse_lead
dota_camera_lock_test
dota_camera_lock_view_helper
dota_camera_lock_view_helper_ratio
dota_camera_reverse
dota_camera_setpos
Sets the camera position
dota_camera_sixense_grab_speed
dota_camera_sixense_invert_grab
dota_camera_sixense_invert_pan
dota_camera_sixense_pan_expo
dota_camera_sixense_pan_speed
dota_camera_smooth_count
dota_camera_smooth_distance
dota_camera_smooth_enable
dota_camera_smooth_sample_timer
dota_camera_smooth_time
dota_camera_spectate_distance
dota_camera_speed
dota_chat_test
Print some text to the chat
dota_cheap_water
+dota_control_group
-dota_control_group
dota_cycle_selected
dota_dashboard
Enable dota dashboard
dota_dashboard_invalidate
Invalidates layout and scheme on all dashboard UI panels
dota_debug_global_light
dota_debug_today_message_sorting
Print out unsorted and sorted today messages to the console
dota_demo_mode
dota_demo_mode_time
dota_disable_bot_lane
dota_disable_mid_lane
dota_disable_range_finder
dota_disable_top_lane
dota_disable_unit_ring
dota_dump_bot_state
dota_dump_inventory
dota_dump_keybindings
dota_dump_keybindings_old
dota_easy_mode
dota_enemy_color_b
dota_enemy_color_g
dota_enemy_color_r
dota_find_source_tv_games
Request game news from the GC
dota_force_bad_team_logo
dota_force_end_scores
dota_force_good_team_logo
dota_force_left_last_game
Set to show leaver message on play screen
dota_force_pick_allow
dota_fow_grid_size
dota_free_ids
Shows next free ID for items, abilities and heroes.
dota_friendly_color_b
dota_friendly_color_g
dota_friendly_color_r
dota_game_account_debug
Prints game account info
dota_gamescom_althack
QWE and ASD + Alt = inventory keys.
dota_generalinfo_panel
In game DOTA general information (HTML)panel.
dota_get_news
Request game news from the GC
dota_glyph
trigger the Glyph of Fortification for your team
dota_health_hurt_decay_time_max
dota_health_hurt_decay_time_min
dota_health_hurt_delay
dota_health_hurt_threshold
dota_health_marker_major_alpha
dota_health_marker_minor_alpha
dota_health_per_vertical_marker
How much health between each vertical line in the health bars
dota_height_fog_scale
dota_hero_tooltip
Style of the hero tooltip. 0=Corner 1=Overhead 2=Inline overhead
dota_hide_cursor
If set, mouse cursor is always hidden
dota_html_panel
enable dota html control in dashboard
dota_hud_healthbars
Show unit health bars, etc.
dota_hud_unit_info
Show health bars, etc.
dota_intro_mode
dota_invite_debug
Prints local invite objects
dota_item_execute
dota_item_fullprice_buyback_interval
dota_joystick
dota_keybind_hero
dota_keybindings_cloud_disable
dota_keyboard_usetemplate
dota_killcam_history_time
dota_killcam_show
dota_learn_stats
Spend an ability point on hero stats
dota_lobby_debug
Prints local lobby objects
dota_matchgroups
Bit masks of match groups to search in for matchmaking
dota_minimap_draw_fow
dota_minimap_filter_amount
dota_minimap_hero_scalar
dota_minimap_hero_scalar_distance
dota_minimap_hero_scalar_minimum
dota_minimap_hero_size
dota_minimap_hero_spread
dota_minimap_hero_spread_distance
dota_minimap_hide_background
dota_minimap_misclick_time
Minimum time after the mouse enters the minimap before we accept a move command. Used to prevent misclicks.
dota_minimap_ping_duration
dota_minimap_ping_tag_duration
dota_minimap_simple_colors
dota_minimap_simple_filter
dota_minimap_tower_defend_distance
dota_minimap_use_dynamic_mesh
dota_modifier_debug
dota_mouse_window_lock
If enabled, mouse will be locked to the window when ingame
dota_neutral_color_b
dota_neutral_color_g
dota_neutral_color_r
dota_no_minimap
dota_no_render
dota_no_simulate
dota_no_vgui
dota_pain_debug
dota_pain_decay
dota_pain_factor
dota_pain_fade_rate
dota_pain_multiplier
dota_particle_camera_cull_distance
dota_particle_fow_debug
dota_particle_fow_scale
dota_particle_instantiate_dist_x
dota_particle_instantiate_dist_y
dota_particle_off_camera_render
dota_particle_off_camera_simrate
dota_particle_offset_x
dota_particle_offset_y
dota_particle_onscreen_dist_x
dota_particle_onscreen_dist_y
dota_particle_uninstantiate_dist_x
dota_particle_uninstantiate_dist_y
dota_party_debug
Prints local party objects
dota_party_test
Tests sending a party invite
dota_player_auto_purchase_items
dota_player_multipler_orders
By setting this to 1, you will issue an order to all controllable units by holding down the CTRL key when you click
dota_player_units_auto_attack
dota_portrait_animate
dota_portrait_debug_draw_frustum
dota_portrait_debug_mode
Enables editing of portrait camera/lighting. 1 = HUD portrait, 2 = Full body hero picker
dota_portrait_debug_mode_sensitivity
dota_portrait_debug_preview_letterbox
dota_portrait_model
Sets the model used in the portrait editor
dota_portrait_reload
Reload portrait data
dota_query_inhibit_time
dota_range_display
Displays a ring around the hero at the specified radius
dota_record_blend_scale
Scales rate of crossfade between 1st and 3rd idle cycles. A value of 10 means the 1st cycle is fully blended in by 1/10th of a
dota_recorder_auto_advance
Automatically start recording the next hero when the current ends
dota_recorder_cycles
How many cycles of the animation to record
dota_recorder_mode
0 = avi of idle anim, 1 = tga sequence of idle anim, 2 = single tga from start of idle anim
dota_recorder_use_portrait_position
Use camera position/activity from the portrait setup
dota_render_crop_height
dota_render_y_inset
dota_resend_so_cache
Resend SO cache
dota_roshan_spawn_timer
Time after death that Roshan will respawn, in seconds.
dota_scale_unit
Scales the unit to the target multiplier
dota_select_courier
attempt to select a courier
dota_select_scale
dota_set_avatar
Sets your dota avatar (See: Hero Avatars)
dota_set_lobby_details
Set game/team names
dota_settings
Opens the settings panel
dota_sf_force_ready_up_dialog
dota_sf_game_end_delay
Delay before the end game panel animation (XP + scoreboard) starts once a game is ended
dota_sf_hud_actionpanel
dota_sf_hud_betting
dota_sf_hud_channelbar
dota_sf_hud_chat
dota_sf_hud_dmgarmor_tooltip
dota_sf_hud_error_msg
dota_sf_hud_fake_quickbuy
dota_sf_hud_force_captainsmode
dota_sf_hud_force_heroselection
dota_sf_hud_force_mm_ready
dota_sf_hud_force_spec
dota_sf_hud_force_teamname
dota_sf_hud_gameend
dota_sf_hud_gameend_level
Simulate current level for the end game panel
dota_sf_hud_gameend_xp
Simulate current XP for the end game panel
dota_sf_hud_heroselection
dota_sf_hud_heroselection_turntable_curve
dota_sf_hud_heroselection_version2
dota_sf_hud_inventory
dota_sf_hud_loadgame
dota_sf_hud_overlay
dota_sf_hud_quickstats
dota_sf_hud_shop
dota_sf_hud_top
dota_sf_hud_voicechat
dota_sf_hud_waitingforplayers
dota_sf_initial_skill
dota_sf_party_invite
dota_shop_recommended_open
dota_show_achievements
Prints local player's achievement status
dota_show_combatlog
dota_show_loadgame
Open the Load Game dialog
dota_sixense_draw_grid
dota_sixense_draw_pan_control
dota_sixense_enabled
dota_sixense_grab_filter
dota_sixense_grab_wand_length
dota_sixense_joystick_pan_enabled
dota_spectator_auto_spectate_games
Automatically spectate available games
dota_spectator_debug
dota_spectator_directed_bonusz
dota_spectator_directed_hero_timer
dota_spectator_directed_maxdistance
dota_spectator_directed_mouse_bias
dota_spectator_directed_mouse_control
dota_spectator_directed_spline_time
dota_spectator_fog_of_war
Set fog of war spectator mode. -1:All 2:Radiant 3:Dire
dota_spectator_graph_print
Prints spectator graph debug info
dota_spectator_hero_index
dota_spectator_mode
Toggles the spectator mode: 0=Directed - 1=Free Cam - 2=PlayerView
dota_spectator_shoulder_view
dota_spectator_shoulder_view_forward
dota_spectator_shoulder_view_override_angles_pitch
dota_spectator_shoulder_view_right
dota_spectator_shoulder_view_up
dota_spectator_stats_panel
Current spectator stats panel. 1 = scoreboard, 2 = gold+xp, 3 = items, 4 = graph
dota_spectator_test_spectator_view
dota_speech_mute_time
dota_speech_test
dota_speech_test_cycle
dota_start_ai_game
dota_startup
dota_test_buyback
dota_test_glyph
dota_testitem_recent
dota_time_of_day_rate
Rate at which time of day changes relative to game seconds
dota_tod_slow_transition_speed
dota_tod_transition_speed
dota_toggle_combatlog
dota_toggle_tree_visualization
dota_tooltip_nohide
dota_tree_try_to_make_solid
dota_tutorial_force_bot_defend
dota_tutorial_force_learn_ability
dota_tutorial_game
dota_tutorial_percent_bot_exp_decrease
dota_tutorial_percent_damage_decrease
Percentage decrease to apply on damage on the player character.
dota_tutorial_prevent_exp_gain
dota_tutorial_prevent_start
dota_tutorial_shop_override
dota_tutorial_show_tower_damage
dota_tutorial_start
dota_tutorial_start_lesson
dota_unit_draw_health_bar
dota_unit_fly_bonus_height
dota_unit_health_bar_offset
dota_unit_hero_glows
dota_unit_lean_angle
dota_unit_lean_enable
dota_unit_lean_rate
dota_unit_multiple_selection
dota_unit_show_missing_selection_boxes
dota_unit_show_selection_boxes
Draws selection hitboxes. 0 = off, 1 = non-trees, 2 = trees, 3 = all entities.
dota_unit_sink_delay
dota_unit_sink_speed
dota_unit_use_player_color
dota_unit_z_speed
dota_use_particle_fow
dota_water_level
dsp_automatic
dsp_db_min
dsp_db_mixdrop
dsp_dist_max
dsp_dist_min
dsp_enhance_stereo
dsp_facingaway
dsp_mix_max
dsp_mix_min
dsp_player
dsp_reload
dsp_slow_cpu
dsp_spatial
dsp_speaker
dsp_vol_2ch
dsp_vol_4ch
dsp_vol_5ch
dsp_volume
dt_ShowPartialChangeEnts
(SP only) - show entities that were copied using small optimized lists (FL_EDICT_PARTIAL_CHANGE).
dt_UsePartialChangeEnts
(SP only) - enable FL_EDICT_PARTIAL_CHANGE optimization.
Write out the datatable instrumentation files (you must run with -dti for this to work).
Print data table warnings?
dtwatchclass
Watch all fields encoded with this table.
dtwatchent
Watch this entities data table encoding.
dtwatchvar
Watch the named variable.
dump_particlemanifest
Dump the list of particles loaded.
dumpsavedir
List the contents of the save directory in memory
dumpstringtables
Print string tables to console.
Echo text to console.
Edit a recorded demo file (.dem ).
editor_toggle
Disables the simulation and returns focus to the editor
enable_debug_overlays
Enable rendering of debug overlays
enable_skeleton_draw
Render skeletons in wireframe
Stop recording movie frames.
engine_generatedotamapheightfielddata
Generate heightfield map data
engine_no_focus_sleep
engine_usedotamap_heightfield_data
Set to 0 to disable using heightfields when tracing vertical rays (must reload map when changed)
If set to 1, running the english language set of assets.
er_colwidth
er_graphwidthfrac
er_maxname
error_msg_test
fire a fake hud error message
Escape key pressed.
Execute script file.
execifexists
Execute script file if file exists.
Exit the engine.
fast_fogvolume
filesystem_buffer_size
Size of per file buffers. 0 for none
filesystem_max_stdio_read
filesystem_native
Use native FS or STDIO
filesystem_report_buffered_io
filesystem_unbuffered_io
filesystem_use_overlapped_io
Find concommands with the specified string in their name/help text.
Find concommands by flags.
firstperson
Switch to firstperson camera.
fish_debug
Show debug info for fish
flex_rules
Allow flex animation rules to run.
flex_smooth
Applies smoothing/decay curve to flex animation controller changes.
Flush unlocked cache memory.
flush_locked
Flush unlocked and locked cache memory.
fog_colorskybox
fog_editor
fog_editor
fog_enable
fog_enable_water_fog
fog_enableskybox
fog_endskybox
fog_hdrcolorscale
fog_hdrcolorscaleskybox
fog_maxdensity
fog_maxdensityskybox
fog_override
Overrides the map's fog settings (-1 populates fog_ vars with map's values)
fog_startskybox
Show/hide fog control UI.
force_centerview
force_vgui_priority_input
Bind a command to an available key. (forcebind command opt:suggestedKey)
fow_client_nofiltering
0 = normal, 1 = off
fow_client_show_stats
fow_client_stats
displays fog of war stats
fow_client_visibility
0 = normal, 1 = off, 2 = never seen, 3 = seen
fow_degree_fade_in_rate1
FoW area fade in rate #1 (greater than 1 is faster)
fow_degree_fade_in_rate2
FoW area fade in rate #2 (greater than 1 is faster)
fow_degree_fade_in_rate_midpoint
FoW area fade out rate midpoint (0.0 - 1.0)
fow_degree_fade_out_rate1
FoW area fade out rate #1 (greater than 1 is faster)
fow_degree_fade_out_rate2
FoW area fade out rate #2 (greater than 1 is faster)
fow_degree_fade_out_rate_midpoint
FoW area fade out rate (0.0 - 1.0)
fow_tile_update_time
FoW tile update time.
FoW viz commands
Frame rate limiter
fps_max_splitscreen
Frame rate limiter, splitscreen
fs_clear_open_duplicate_times
Clear the list of files that have been opened.
fs_dump_open_duplicate_times
Set fs_report_long_reads 1 before loading to use this. Prints a list of files that were opened more than once and ~how long was
fs_monitor_read_from_pack
0:Off, 1:Any, 2:Sync only
fs_printopenfiles
Show all files currently opened by the engine.
fs_report_long_reads
0:Off, 1:All (for tracking accumulated duplicate read times), &1:Microsecond threashold
fs_report_sync_opens
0:Off, 1:Always, 2:Not during load
fs_syncdvddevcache
Force the 360 to get updated files that are in your p4 changelist(s) from the host PC when running with -dvddev.
fs_warning_level
Set the filesystem warning level.
fs_warning_mode
0:Off, 1:Warn main thread, 2:Warn other threads
func_break_max_pieces
fx_glass_velocity_cap
Maximum downwards speed of shattered glass particles
g15_dumpplayer
Spew player data.
g15_reload
Reloads the Logitech G-15 Keyboard configs.
g15_update_msec
Logitech G-15 Keyboard update interval.
g_debug_ragdoll_removal
g_debug_ragdoll_visualize
g_Language
g_ragdoll_fadespeed
g_ragdoll_important_maxcount
g_ragdoll_lvfadespeed
g_ragdoll_maxcount
gameinstructor_dump_open_lessons
Gives a list of all currently open lessons.
gameinstructor_enable
Display in game lessons that teach new players.
gameinstructor_find_errors
Set to 1 and the game instructor will run EVERY scripted command to uncover errors.
gameinstructor_reload_lessons
Shuts down all open lessons and reloads them from the script file.
gameinstructor_reset_counts
Resets all display and success counts to zero.
gameinstructor_start_sound_cooldown
Number of seconds forced between similar lesson start sounds.
gameinstructor_verbose
Set to 1 for standard debugging or 2 (in combo with gameinstructor_verbose_lesson) to show update actions.
gameinstructor_verbose_lesson
Display more verbose information for lessons have this name.
gamemenucommand
Issue game menu command.
gameui_activate
Shows the game UI
gameui_allowescape
Escape key allowed to hide game UI
gameui_allowescapetoshow
Escape key allowed to show game UI
gameui_hide
Hides the game UI
gameui_preventescape
Escape key doesn't hide game UI
gameui_preventescapetoshow
Escape key doesn't show game UI
gameui_xbox
dump position and angles to the console
getpos_exact
dump origin and angles to the console
gl_clear_randomcolor
Clear the back buffer to random colors every frame. Helps spot open seams in geometry.
glow_outline_effect_enable
Enable entity outline glow effects.
glow_outline_width
Width of glow outline effect in screen space.
GPU Level - Default: High
gpu_mem_level
Memory Level - Default: High
Force heartbeat of master servers
Find help about a convar/concommand.
hide_sf_shop
hide scaleform shop
hideconsole
Hide the console.
Hides a viewport panel &name&
hl2_episodic
host_flush_threshold
Memory threshold below which the host should flush caches between server instances
host_framerate
Set to lock per-frame time elapse.
host_limitlocal
Apply cl_cmdrate and cl_updaterate to loopback connection
Current map name.
host_profile
host_runofftime
Run off some time without rendering/updating sounds
host_showcachemiss
Print a debug message when the client or server cache is missed.
host_ShowIPCCallCount
Print # of IPC calls this number of times per second. If set to -1, the # of IPC calls is shown every frame.
host_sleep
Force the host to sleep a certain number of milliseconds each frame.
host_speeds
Show general system running times.
host_threaded_sound
Run the sound on a thread (independent of mix)
host_timescale
Prescale the clock by this amount.
host_timescale_dec
Decrement the timescale by one step
host_timescale_inc
Increment the timescale by one step
host_writeconfig
Store current settings to config.cfg (or specified .cfg file).
host_writeconfig_ss
Store current settings to config.cfg (or specified .cfg file) with first param as splitscreen index.
Host game server ip
Hostname for server.
Host game server port
http_file_exists
Tests if a remote http file exists
hud_autoreloadscript
Automatically reloads the animation script each time one is ran
hud_drawhistory_time
hud_fastswitch
hud_reloadscheme
Reloads hud layout and animation scripts.
hud_saytext_time
hud_scaleformperf
hud_sf_is_element_visible
Prints visibility info about an SF HUD element. Can specify a child in the SWF as third argument for further info.
hud_sf_reload
reload scaleform hud element. usage: hud_sf_reload & substring of panel name &
hud_sticky_item
hud_takesshots
Auto-save a scoreboard screenshot at the end of a map.
hunk_print_allocations
hunk_track_allocation_types
in_forceuser
Force user input to this split screen player.
in_lock_mouse_to_window
If set, mouse will be locked inside the game window.
in_usekeyboardsampletime
Use keyboard sample time smoothing.
incrementvar
Increment specified convar value.
Overrides IP for multihomed hosts
item_enable_dynamic_loading
Enable/disable dynamic streaming of econ content.
items_game_use_gc_copy
If set, items_game.txt will be stomped by the GC.
Open the item testing panel.
joy_accel_filter
joy_accelmax
joy_accelscale
joy_advanced
joy_advaxisr
joy_advaxisu
joy_advaxisv
joy_advaxisx
joy_advaxisy
joy_advaxisz
joy_autoaimdampen
How much to scale user stick input when the gun is pointing at a valid target.
joy_autoaimdampenrange
The stick range where autoaim dampening is applied. 0 = off
joy_autosprint
Automatically sprint when moving with an analog joystick
joy_axisbutton_threshold
Analog axis range before a button press is registered.
joy_cfg_preset
joy_circle_correct
joy_deadzone_mode
0 =& Cross-shaped deadzone (default), 1 =& Square deadzone.
joy_diagonalpov
POV manipulator operates on diagonal axes, too.
joy_display_input
joy_forwardsensitivity
joy_forwardthreshold
joy_inverty
Whether to invert the Y axis of the joystick for looking.
joy_lookspin_default
joy_lowend
joy_lowmap
joy_movement_stick
Which stick controls movement (0 is left stick)
joy_pegged
joy_pitchsensitivity
joy_pitchsensitivity_default
joy_pitchthreshold
joy_response_look
'Look' stick response mode: 0=Default, 1=Acceleration Promotion
joy_response_move
'Movement' stick response mode: 0=Linear, 1=quadratic, 2=cubic, 3=quadratic extreme, 4=power function(i.e., pow(x,1/sensitivity
joy_response_move_vehicle
joy_sensitive_step0
joy_sensitive_step1
joy_sensitive_step2
joy_sidesensitivity
joy_sidethreshold
joy_variable_frametime
joy_vehicle_turn_lowend
joy_vehicle_turn_lowmap
joy_virtual_peg
joy_wingmanwarrior_centerhack
Wingman warrior centering hack.
joy_wingmanwarrior_turnhack
Wingman warrior hack related to turn axes.
joy_xcontroller_cfg_loaded
If 0, the 360controller.cfg file will be executed on startup & option changes.
joy_xcontroller_found
Automatically set to 1 if an xcontroller has been detected.
joy_yawsensitivity
joy_yawsensitivity_default
joy_yawthreshold
joyadvancedupdate
True if the joystick is enabled, false otherwise.
Take a jpeg screenshot: jpeg &filename& &quality 1-100&.
jpeg_quality
jpeg screenshot quality.
key_findbinding
Find key bound to specified command string.
key_listboundkeys
List bound keys with bindings.
key_updatelayout
Updates game keyboard layout to current windows keyboard setting.
Kick a player by name.
Kick a player by userid or uniqueid, with a message.
killserver
Shutdown the server.
light_crosshair
Show texture color at crosshair
lightcache_maxmiss
lightprobe
Samples the lighting environment. Creates a cubemap and a file indicating the local lighting in a subdirectory called 'material
Parses map leak data from .lin file
List demo file contents.
Lists banned users.
List IP addresses on the ban list.
listmodels
List loaded models.
Load a saved game.
loadcommentary
loader_defer_non_critical_jobs
loader_dump_table
loader_spew_info
0:Off, 1:Timing, 2:Completions, 3:Late Completions, 4:Creations/Purges, -1:All
loader_throttle_io
locator_background_border_color
The default color for the border.
locator_background_border_thickness
How many pixels the background borders the left and right.
locator_background_color
The default color for the background.
locator_background_shift_x
How many pixels the background is shifted right.
locator_background_shift_y
How many pixels the background is shifted down.
locator_background_style
Setting this to 1 will show rectangle backgrounds behind the items word-bubble pointers.
locator_background_thickness_x
How many pixels the background borders the left and right.
locator_background_thickness_y
How many pixels the background borders the top and bottom.
locator_fade_time
Number of seconds it takes for a lesson to fully fade in/out.
locator_icon_max_size_non_ss
Maximum scale of the icon on the screen
locator_icon_min_size_non_ss
Minimum scale of the icon on the screen
locator_lerp_rest
Number of seconds before moving from the center.
locator_lerp_speed
Speed that static lessons move along the Y axis.
locator_lerp_time
Number of seconds to lerp before reaching final destination
locator_pulse_time
Number of seconds to pulse after changing icon or position
locator_split_len
locator_split_maxwide_percent
locator_start_at_crosshair
Start position at the crosshair instead of the top middle of the screen.
locator_target_offset_x
How many pixels to offset the locator from the target position.
locator_target_offset_y
How many pixels to offset the locator from the target position.
locator_text_drop_shadow
If enabled, a drop shadow is drawn behind caption text. PC only.
locator_text_glow
If enabled, a glow is drawn behind caption text
locator_text_glow_color
Color of text glow
locator_topdown_style
Topdown games set this to handle distance and offscreen location differently.
Enables logging to file, console, and udp & on / off &.
Set the color of a logging channel.
log_dumpchannels
Dumps information about all logging channels.
Set the flags on a logging channel.
Set the spew level of a logging channel.
logaddress_add
Set address and port for remote host &ip:port&.
logaddress_del
Remove address and port for remote host &ip:port&.
logaddress_delall
Remove all udp addresses being logged to
logaddress_list
List all addresses currently being used by logaddress.
lookspring
lookstrafe
m_customaccel
Custom mouse acceleration (0 disable, 1 to enable, 2 enable with separate yaw/pitch rescale). Formula: mousesensitivity = ( raw
m_customaccel_exponent
Mouse move is raised to this power before being scaled by scale factor.
m_customaccel_max
Max mouse move scale factor, 0 for no limit
m_customaccel_scale
Custom mouse acceleration value.
Mouse filtering (set this to 1 to average the mouse over 2 frames).
Mouse forward factor.
m_mouseaccel1
Windows mouse acceleration initial threshold (2x movement).
m_mouseaccel2
Windows mouse acceleration secondary threshold (4x movement).
m_mousespeed
Windows mouse speed factor (range 1 to 20).
Mouse pitch factor.
Mouse side factor.
Mouse yaw factor.
Start playing on specified map.
map_background
Runs a map as the background to the main menu.
map_commentary
Start playing, with commentary, on a specified map.
map_noareas
Disable area to area connection testing.
Displays list of maps.
mat_aaquality
mat_accelerate_adjust_exposure_down
mat_ambient_light_b
mat_ambient_light_b_forced
mat_ambient_light_g
mat_ambient_light_g_forced
mat_ambient_light_r
mat_ambient_light_r_forced
mat_antialias
mat_autoexposure_max
mat_autoexposure_min
mat_bloom_scalefactor_scalar
mat_bloomamount_rate
mat_bloomscale
mat_bufferprimitives
mat_bumpbasis
mat_bumpmap
mat_camerarendertargetoverlaysize
mat_colcorrection_disableentities
Disable map color-correction entities
mat_colcorrection_editor
mat_colcorrection_forceentitiesclientside
Forces color correction entities to be updated on the client
mat_color_projection
mat_combined
mat_compressedtextures
mat_configcurrent
show the current video control panel config for the material system
mat_crosshair
Display the name of the material under the crosshair
mat_crosshair_edit
open the material under the crosshair in the editor defined by mat_crosshair_edit_editor
mat_crosshair_explorer
open the material under the crosshair in explorer and highlight the vmt file
mat_crosshair_printmaterial
print the material under the crosshair
mat_crosshair_reloadmaterial
reload the material under the crosshair
Activates debugging spew for a specific material.
mat_debug_bloom
mat_debug_postprocessing_effects
0 = off, 1 = show post-processing passes in quadrants of the screen, 2 = only apply post-processing to the centre of the screen
mat_debugalttab
mat_debugdepth
mat_debugdepthmode
mat_debugdepthval
mat_debugdepthvalmax
mat_defaultlightmap
Default brightness for lightmaps where none have been created in the level.
mat_depth_blur_focal_distance_override
mat_depth_blur_strength_override
mat_depthbias_shadowmap
mat_diffuse
mat_disable_bloom
mat_disable_fancy_blending
mat_disable_lightwarp
mat_displacementmap
mat_do_not_shrink_dynamic_vb
Do not shrink the size of dynamic vertex buffers during map load/unload to save memory.
mat_dof_enabled
mat_dof_far_blur_depth
mat_dof_far_blur_radius
mat_dof_far_focus_depth
mat_dof_max_blur_radius
mat_dof_near_blur_depth
mat_dof_near_blur_radius
mat_dof_near_focus_depth
mat_dof_override
mat_dof_quality
mat_drawflat
mat_drawTexture
Enable debug view texture
mat_drawTextureScale
Debug view texture scale
mat_drawTitleSafe
Enable title safe overlay
mat_drawwater
mat_dump_rts
mat_dynamic_tonemapping
mat_dynamiclightmaps
Bring up the material under the crosshair in the editor
mat_envmapsize
mat_envmaptgasize
mat_excludetextures
mat_exposure_center_region_x
mat_exposure_center_region_y
mat_fastclip
mat_fastnobump
mat_fastspecular
Enable/Disable specularity for visual testing. Will not reload materials and will not affect perf.
mat_fillrate
mat_filterlightmaps
mat_filtertextures
mat_flushshaders_async
Set to one to flush shaders next frame (will automatically be reset to zero). Will only work if dynamic shader compile is enabl
mat_force_bloom
mat_force_low_quality_shadows
mat_force_tonemap_scale
mat_forceaniso
mat_forcedynamic
mat_forcehardwaresync
mat_frame_sync_enable
mat_frame_sync_force_texture
Force frame syncing to lock a managed texture.
mat_framebuffercopyoverlaysize
mat_freeze_leafvis
If set to 1, uses the last known leaf visibility data for visualization. If set to 0, updates every frame based on camera move
mat_fullbright
mat_grain_enable
mat_grain_scale_override
mat_hdr_enabled
Report if HDR is enabled for debugging
mat_hdr_level
Set to 0 for no HDR, 1 for LDR+bloom on HDR maps, and 2 for full HDR on HDR maps.
mat_hdr_manual_tonemap_rate
mat_hdr_uncapexposure
Shows material system info
mat_leafvis
Draw wireframe of current leaf
mat_leafvis_draw_mask
A bitfield which affects leaf visibility debug rendering. -1: show all, bit 0: render PVS-visible leafs, bit 1: render PVS- an
mat_levelflush
mat_lightmap_pfms
Outputs .pfm files containing lightmap data for each lightmap page when a level exits.
mat_loadtextures
mat_local_contrast_edge_scale_override
mat_local_contrast_enable
mat_local_contrast_midtone_mask_override
mat_local_contrast_scale_override
mat_local_contrast_vignette_end_override
mat_local_contrast_vignette_start_override
mat_lpreview_mode
mat_luxels
mat_max_worldmesh_vertices
mat_maxframelatency
mat_measurefillrate
mat_mipmaptextures
mat_monitorgamma
monitor gamma (typically 2.2 for CRT and 1.7 for LCD)
mat_monitorgamma_tv_enabled
mat_monitorgamma_tv_exp
mat_monitorgamma_tv_range_max
mat_monitorgamma_tv_range_min
mat_morphstats
mat_motion_blur_enabled
mat_motion_blur_falling_intensity
mat_motion_blur_falling_max
mat_motion_blur_falling_min
mat_motion_blur_forward_enabled
mat_motion_blur_percent_of_screen_max
mat_motion_blur_rotation_intensity
mat_motion_blur_strength
mat_non_hdr_bloom_scalefactor
mat_norendering
mat_normalmaps
mat_normals
mat_object_motion_blur_enable
mat_object_motion_blur_model_scale
mat_paint_enabled
mat_parallaxmap
mat_parallaxmapsamplesmax
mat_parallaxmapsamplesmin
mat_picmip
mat_postprocess_enable
mat_postprocess_x
mat_postprocess_y
mat_processtoolvars
mat_queue_mode
The queue/thread mode the material system should use: -1=default, 0=synchronous single thread, 1=queued single thread, 2=queued
mat_queue_priority
mat_reducefillrate
mat_reduceparticles
mat_reloadallmaterials
Reloads all materials
mat_reloadmaterial
Reloads a single material
mat_reloadtextures
Reloads all textures
mat_remoteshadercompile
mat_report_queue_status
mat_reporthwmorphmemory
Reports the amount of size in bytes taken up by hardware morph textures.
mat_reversedepth
mat_savechanges
saves curr

我要回帖

更多关于 tower defense 的文章

 

随机推荐