Garry's Mod

Garry's Mod

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GMOD Console Commands Guide
By Outerspace2018
All of the console commands avialible for Garry's mod, over 3000 commands packed in this one guide!
 
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Introduction
In this guide i will be defineing all of the console commands and explaining what they do. You can jump to any section you would like, the commands may be listed multiple times due to the different ranks.

Please check out this user created online version! http://gmbrblog.blogspot.com.br/2015/06/garrys-mod-cvar-list-console-commands.html
Main Or Most Used Console Commands
sv_kickerrornum 0 //Disables kicking for lua errors, useful for debugging
sv_downloadurl "URLGOESHERE" //Setting your servers FastDownload URL, allowing players to download content from a webserver.
hostname "NAME" //This field sets the servers name, also known as the host name
rcon_password "" //Sets the servers rcon password
sv_unlag 1 //Disables lag compensation
sv_password "PASSWORD" //Sets the servers password, which is required to join
tv_enable 0 //Enables HL2TV, not reccomended for Garry's Mod
ULX Commands (DarkRP/TTT/All)
Below Is A Definition And Explanation Of All Of The Super Admin Commands.
- ply = Player Name/Player (The Target Of The Command)
- time= Amount Of Time The Command Will Last (e,g Fire will last for 300 seconds)
- amt = Amount Of Said Item (e,g armor is the amount of armor, normally ranging through 0-100)
- sound = The Sound Title/Sound File Name
- dmg = Damage Amount, The Amount Of Damage Dealt
- You Can Use * As A Universal Selector, (e,g !slay * | Will lslay everyone)
---------------------------------------- Start ----------------------------------------
ulx slay <ply> - !slay <ply> -- Kills/Slays The Selected Target(s)
ulx slaynr <ply> - !slaynr <ply> --Marks The Target(s) To Be Slain The Following Round(s)
ulx rslaynr <ply> - !slaynr <ply> --Removes/Revokes Slay(s) From The Selected Target(s)
ulx vslaynr <ply> - !vslaynr <ply>
ulx nr <ply> <role> - !nr <ply> <role> --Marks The Target(s) To Be What Role You Select Them (e,g Traitor, Innocent, Detective)
ulx credits <ply> - !credits <ply> --Gives An Amount Of Credits To The Target(s)
ulx gag <ply> - !gag <ply> --Gags The Target(s), Making It So They Cannot Talk/Use Microphone
ulx ungag <ply> - !ungag <ply> --Ungags The Target(s) Making It So They Can Talk
ulx mute <ply> - !mute <ply> --Making It So The Target(s) Cannot Type In Chat, The Gag For Chat
ulx unmute <ply> - !unmute <ply> --Unmutes The Specified Target(s)
ulx csay <msg> - !csay <msg> --Sends A Message To All Players Ingame, Printing It On The Middle Of Their Screens
ulx psay <ply> <msg> - !psay <ply> <msg> --Sends A Message To Specified Player(s)
ulx gimp <ply> - !gimp <ply> --Gimps The Specified Target(s), Making Them Say Pre-Set Messages Rather Then What They Typed, Easy To Abuse And Spam
ulx ungimp <ply> - !ungimp <ply> --UngimpsThe Specified Target(s)
ulx thetime - !time --Displays The Serverwide Time
ulx armor <ply> <amt> - !armor <ply> <amt> --Sets The Specified targets(s) Armor
ulx blind <ply> <time> - !blind <ply> <time> --Blinds The Selected/Specified Target(s)
ulx unblind <ply> - !unblind <ply> --Unblinds The Specified Target(s)
ulx cloak <ply> <time> - !cloak <ply> <time> --Cloaks The Specified Target(s)
ulx uncloak <ply> - !uncloak <ply> --Uncloaks The Specified Target(s)
ulx freeze <ply> <time> - !freeze <ply> <time> --Freezes The Player In Place For However Long You Want, Default Is Indefinitely
ulx unfreeze <ply> - !unfreeze <ply> --Unfreezes Specified Target(s)
ulx god <ply> - !god <ply> --Grants God Mode Upon Selected Target(s)
ulx ungod <ply> - !ungod <ply> --Revokes God Mode From Selelected Target(s)
ulx hp <ply> <amt> - !hp <ply> <amt> --Sets The Specified Target(s) HP Level (Health)
ulx ignite <ply> <time> - !ignite <ply> <time> --Ignites The Specified target(s) On Fire
ulx unignite <ply> - !unignite <ply> --Extinguses The Selected Target(s)
ulx igniteall - !igniteall --Ignites Everything
ulx unigniteall - !unigniteall --Extinguses Everything
ulx jail <time> - !jail <ply> <time> --Jails The Selected Target(s) For The Specified Time
ulx unjail <ply> - !unjail <ply> --Unjails The Selected Target(s)
ulx maul <ply> !maul <ply> --Mauls The Selected Target(s)
ulx playsound <sound> - N/A -- Plays The Selected Sound If Installed Onto Server
ulx ragdoll <ply> - !ragdoll <ply> --Ragdolls The Selected Target(s)
ulx unragdoll <ply> - !unragdoll <ply> --Unragdolls The Selected Target(s)
ulx slap <ply> <dmg> - !slap <ply> <dmg> --Slaps The Selected Target(s) With Said Damage
ulx whip <ply> <amt> <dmg> - !whip <ply> <amt> <dmg> --Whips The Selected Target(s) For Said Amount Of Times With Said Damage
ulx sslay <ply> - !sslay <ply> --Silently Slays The Selected Target(s)
ulx strip <ply> - !strip <ply> --Strips The Selected Target(s) Of All Of Their Weapons
ulx motd - !motd --Displays The Message Of the Day
ulx afk <ply> - !afk <ply> --Moves The Selected Target(s) Into Spectator Mode(AFK)
ulx unafk <ply> - !unafk <ply> --Moves The Selected Target(s) Back To Player
ulx force <ply> <role> - !force <ply> <role> --Forces The Selected Target(s) To Take The Role Specified
ulx karma <ply> <amt> - !karma <ply> <amt> --Sets The karma For The Specified Target(s)
ulx respawn <ply> - !respawn <ply> -- Respawns The Player, Deleting The Corspe And Unid'ing It
ulx bodyarmor <ply> - !bodyarmor <ply> --Gives The Specifed Target(s) Body Armor
ulx bring <ply> - !bring <ply> --Brings The Selected Target To You
ulx goto <ply> - !goto <ply> --Goto The Selected Target
ulx send <ply> <ply> - !send <ply> <ply> --Sends The Selected Target To Another Target
ulx teleport <ply> - !teleport <ply> --Teleports The Selected Target To You
ulx ban <ply> <time> <reason> - !ban <ply> <time> <reason> --Bans The Selected Target(s) For The Said Amount Of Time
ulx unban <ply> - !unban <ply> ---Unbans The Selected Target
ulx banid <steam_id> <time> <reason> - N/A --Bans The Selected Steam ID
ulx kick <ply> - !kick <ply> --Kicks The Selected target(s)
ulx noclip <ply> - !noclip <ply> --Sets Flow Mode To Active Allowing You To Noclip Through Objects, Use !noclip/ulx noclip for yourself or specify or other people
rp_setmoney <ply> <amt> ---Sets a specified amount of money for the specified target(s) (DarkRP only)
rp_tellall <msg> --Places the specified message on the player's screen
rp_arrest <ply> --Arrests the specified target(s)
rp_unarrest <ply> --Unarrests the specified target(s)
rp_resetallmoney --Resets everyone's money
rp_cancelvote --Cancels the most recent vote
rp_setname <ply> <name> --Sets the specified target(s) name
rp_tell <ply> <msg> --Sends a message to the specified target
Garry's Mod Commands Part II

+alt1
+alt2
+attack
+attack2
+back
+break
+camdistance
+camin
+cammousemove
+camout
+campitchdown
+campitchup
+camyawleft
+camyawright
+commandermousemove
+demoui2 // Bring the advanced demo player UI (demoui2) to foreground.
+duck
+forward
+graph
+grenade1
+grenade2
+jlook
+jump
+klook
+left
+lookdown
+lookup
+mat_texture_list
+movedown
+moveleft
+moveright
+moveup
+posedebug // Turn on pose debugger or add ents to pose debugger UI
+reload
+right
+score
+showbudget
+showbudget_texture
+showbudget_texture_global
+showscores

+showvprof
+speed
+strafe
+use
+vgui_drawtree
+voicerecord
+walk
+zoom
-alt1
-alt2
-attack
-attack2
-back
-break
-camdistance
-camin
-cammousemove
-camout
-campitchdown
-campitchup
-camyawleft
-camyawright
-commandermousemove
-demoui2 // Send the advanced demo player UI (demoui2) to background.
-duck
-forward
-graph
-grenade1
-grenade2
-jlook
-jump
-klook
-left
-lookdown
-lookup
-mat_texture_list
-movedown
-moveleft
-moveright
-moveup
-posedebug // Turn off pose debugger or hide ents from pose debugger UI
-reload
-right
-score
-showbudget
-showbudget_texture
-showbudget_texture_global
-showscores
-showvprof
-speed
-strafe
-use
-vgui_drawtree
-voicerecord
-walk
-zoom
achievement_debug "0" // Turn on achievement debug msgs.
act
addip // Add an IP address to the ban list.
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"
advisor_use_impact_table "1" // advisor will use her custom impact damage table.
ainet_generate_report // Generate a report to the console.
ainet_generate_report_only // Generate a report to the console.
airboat_fatal_stress "5000" // Amount of stress in kg that would kill the airboat driver.
airboat_joy_response_move "1"
air_density // Changes the density of air for drag computations.
ai_actbusy_search_time "10"
ai_ally_manager_debug "0"
ai_auto_contact_solver "1"
ai_block_damage "0"
ai_citizen_debug_commander "1"
ai_clear_bad_links // Clears bits set on nav links indicating link is unusable
ai_debugscriptconditions "0"
ai_debug_actbusy "0" // Used to debug actbusy behavior. Usage: 1: Constantly draw lines from NPCs to the actbusy nodes theyve chosen to actbusy at. 2:
ai_debug_assault "0"
ai_debug_avoidancebounds "0"
ai_debug_directnavprobe "0"
ai_debug_doors "0"
ai_debug_dyninteractions "0" // Debug the NPC dynamic interaction system.
ai_debug_efficiency "0"
ai_debug_enemies "0"
ai_debug_enemyfinders "0"
ai_debug_expressions "0" // Show random expression decisions for NPCs.
ai_debug_follow "0"
ai_debug_loners "0"
ai_debug_looktargets "0"
ai_debug_los "0" // itl
ai_debug_nav "0"
ai_debug_node_connect // Debug the attempted connection between two nodes
ai_debug_ragdoll_magnets "0"
ai_debug_readiness "0"
ai_debug_shoot_positions "0"
ai_debug_speech "0"
ai_debug_squads "0"
ai_debug_think_ticks "0"
ai_default_efficient "0"
ai_disable // Bi-passes all AI logic routines and puts all NPCs into their idle animations. Can be used to get NPCs out of your way and to t
ai_disabled "0"
ai_drawbattlelines "0"
ai_drop_hint // Drop an ai_hint at the players current eye position.
ai_dump_hints
ai_efficiency_override "0"
ai_ef_hate_npc_duration "1"
ai_ef_hate_npc_frequency "5"
ai_enable_fear_behavior "1"
ai_expression_frametime "0" // Maximum frametime to still play background expressions.
ai_expression_optimization "0" // Disable npc background expressions when you cant see them.
ai_fear_player_dist "720"
ai_find_lateral_cover "1"
ai_find_lateral_los "1"
ai_follow_move_commands "1"
ai_follow_use_points "1"
ai_follow_use_points_when_moving "1"
ai_force_serverside_ragdoll "0"
ai_frametime_limit "50" // frametime limit for min efficiency AIE_NORMAL (in secs).
ai_hull // Controls which connections are shown when ai_show_hull or ai_show_connect commands are used Arguments: NPC name or classname,
ai_ignoreplayers "0"
ai_inhibit_spawners "0"
ai_keepragdolls "0"
ai_lead_time "0"
ai_LOS_mode "0"
ai_moveprobe_debug "0"
ai_moveprobe_jump_debug "0"
ai_moveprobe_usetracelist "0"
ai_navigator_generate_spikes "0"
ai_navigator_generate_spikes_strength "8"
ai_newgroundturret "0"
ai_new_aiming "1"
ai_next_hull // Cycles through the various hull sizes. Currently selected hull size is written to the screen. Controls which connections are
ai_nodes // Toggles node display. First call displays the nodes for the given network as green objects. Second call displays the nodes a
ai_norebuildgraph "0"
ai_no_local_paths "0"
ai_no_node_cache "0"
ai_no_select_box "0"
ai_no_steer "0"
ai_no_talk_delay "0"
ai_path_adjust_speed_on_immediate_turns "1"
ai_path_insert_pause_at_est_end "1"
ai_path_insert_pause_at_obstruction "1"
ai_post_frame_navigation "0"
ai_radial_max_link_dist "512"
ai_reaction_delay_alert "0"
ai_reaction_delay_idle "0"
ai_readiness_decay "120"
ai_rebalance_thinks "1"
ai_report_task_timings_on_limit "0"
ai_resume // If NPC is stepping through tasks (see ai_step ) will resume normal processing.
ai_sequence_debug "0"
ai_setupbones_debug "0" // Shows that bones that are setup every think
ai_set_move_height_epsilon // Set how high AI bumps up ground walkers when checking steps
ai_shot_bias "1"
ai_shot_bias_max "1"
ai_shot_bias_min "-1"
ai_shot_stats "0"
ai_shot_stats_term "1000"
ai_show_connect // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
ai_show_connect_fly // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
ai_show_connect_jump // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
ai_show_graph_connect // Toggles graph connection display for the node that the player is looking at. Nodes that are connected to the selected node by
ai_show_grid // Draw a grid on the floor where looking.
ai_show_hints // Displays all hints as small boxes Blue - hint is available for use Red - hint is currently being used by an NPC Orange -
ai_show_hull // Displays the allowed hulls between each node for the currently selected hull type. Hulls are color code as follows: Green -
ai_show_hull_attacks "0"
ai_show_node // Highlight the specified node
ai_show_think_tolerance "0"
ai_show_visibility // Toggles visibility display for the node that the player is looking at. Nodes that are visible from the selected node will be d
ai_simulate_task_overtime "0"
ai_spread_cone_focus_time "0"
ai_spread_defocused_cone_multiplier "3"
ai_spread_pattern_focus_time "0"
ai_step // use ai_step again. To resume processing no
ai_strong_optimizations "0"
ai_strong_optimizations_no_checkstand "0"
ai_task_pre_script "0"
ai_test_los // Test AI LOS from the players POV
ai_test_moveprobe_ignoresmall "0"
ai_think_limit_label "0"
ai_use_clipped_paths "1"
ai_use_efficiency
Garry's Mod Commands Part III
ai_use_frame_think_limits "1"
ai_use_readiness "1"
ai_use_think_optimizations "1"
ai_use_visibility_cache "1"
ai_vehicle_avoidance "1"
alias // Alias a command.
anim_3wayblend "1" // Toggle the 3-way animation blending code.
anim_showmainactivity "0" // and/or sprint activities.
anim_showstate "-1" // Show the (client) animation state for the specified entity (-1 for none).
anim_showstatelog "0" // 1 to output anim_showstate to Msg(). 2 to store in AnimState.log. 3 for both.
antlion_easycrush "1"
askconnect_accept // Accept a redirect request by the server.
async_allow_held_files "1" // Allow AsyncBegin/EndRead()
async_mode "0" // 1 = synchronous)
async_resume
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
audit_save_in_memory // Audit the memory usage and files in the save-to-memory system
autoaim_max_deflect "0"
autoaim_max_dist "2160"
autoaim_unlock_target "0"
autosave // Autosave
autosavedangerous // AutoSaveDangerous
autosavedangerousissafe
banid // Add a user ID to the ban list.
banip // Add an IP address to the ban list.
benchframe // Takes a snapshot of a particular frame in a time demo.
bench_end // 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.
bind // Bind a key.
binds_per_command "1"
BindToggle // Performs a bind <key> increment var <cvar> 0 1 1
bind_mac // not win32
birds_debug "0"
blink_duration "0" // How many seconds an eye blink will last.
bloodspray // blood
bot // Add a bot.
bot_attack "0" // Shoot!
bot_changeclass "0" // Force all bots to change to the specified class.
bot_crouch "0" // Bot crouches
bot_defend "0" // and that team will all keep their combat shields raised.
bot_flipout "0" // all bots fire their guns.
bot_forceattack2 "0" // use attack2.
bot_forceattackon "0" // hold it down.
bot_forcefireweapon "0" // Force bots with the specified weapon to fire.
bot_mimic "0" // Bot uses usercmd of player by index.
bot_mimic_yaw_offset "0" // Offsets the bot yaw.
bot_sendcmd "0" // Forces bots to send the specified command.
bot_zombie "0" // Brraaaaaiiiins.
box // Draw a debug box.
breakable_disable_gib_limit "0"
breakable_multiplayer "1"
buddha // Toggle. Player takes damage but wont die. (Shows red cross when health is zero)
budget_averages_window "30" // number of frames to look at when figuring out average frametimes
budget_background_alpha "128" // how translucent the budget panel is
budget_bargraph_background_alpha "128" // how translucent the budget panel is
budget_bargraph_range_ms "16" // budget bargraph range in milliseconds
budget_history_numsamplesvisible "100" // 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 "66" // budget history range in milliseconds
budget_panel_bottom_of_history_fraction "0" // number between 0 and 1
budget_panel_height "384" // height in pixels of the budget panel
budget_panel_width "512" // width in pixels of the budget panel
budget_panel_x "0" // number of pixels from the left side of the game screen to draw the budget panel
budget_panel_y "50" // number of pixels from the top side of the game screen to draw the budget panel
budget_peaks_window "30" // number of frames to look at when figuring out peak frametimes
budget_show_averages "0" // enable/disable averages in the budget panel
budget_show_history "1" // turn history graph off and on. . good to turn off on low end
budget_show_peaks "1" // enable/disable peaks in the budget panel
budget_toggle_group // Turn a budget group on/off
bug // Show/hide the bug reporting UI.
bugbait_distract_time "5"
bugbait_grenade_radius "150"
bugbait_hear_radius "2500"
bugbait_radius "512"
bugreporter_includebsp "1" // Include .bsp for internal bug submissions.
bugreporter_uploadasync "0" // Upload attachments asynchronously
bug_swap // Automatically swaps the current weapon for the bug bait and back again.
buildcubemaps // Rebuild cubemaps.
building_cubemaps "0"
bulletspeed "6000"
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.
callvote // Start a vote on an issue.
camortho // Switch to orthographic camera.
cam_collision "1" // an attempt is made to keep the camera from passing though walls.
cam_command "0"
cam_idealdelta "4" // Controls the speed when matching offset to ideal angles in thirdperson view
cam_idealdist "150"
cam_idealdistright "0"
cam_idealdistup "0"
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" // print viewangles/idealangles/cameraoffsets to the console.
cam_snapto "0"
cancelselect
cast_hull // Tests hull collision detection
cast_ray // Tests collision detection
cc_captiontrace "1" // 2 = show in hud)
cc_linger_time "1" // Close caption linger time.
cc_predisplay_time "0" // Close caption delay before showing caption.
cc_smallfontlength "300" // force usage of small font size.
cc_subtitles "0" // wont help hearing impaired players).
centerview
changegamemode // <map> <gamemode> - Start a map with named gamemode instead of the default
changelevel // Change server to the specified map
changelevel2 // Transition to the specified map in single player
ch_createairboat // Spawn airboat in front of the player.
ch_createjalopy // Spawn jalopy in front of the player.
ch_createjeep // Spawn jeep in front of the player.
clear // Clear all console output.
clear_debug_overlays // clears debug overlays
clientport "27005" // Host game client port
closecaption "0" // Enable close captioning.
cl_allowdownload "1" // Client downloads customization files
cl_allowupload "1" // Client uploads customization files
cl_anglespeedkey "0"
cl_animationinfo // Hud element to examine.
cl_autowepswitch "1" // Automatically switch to picked up weapons (if more powerful)
cl_backspeed "450"
cl_bob "0"
cl_bobcycle "0"
cl_bobup "0"
cl_burninggibs "0" // A burning player that gibs has burning gibs.
cl_chatfilters "63" // Stores the chat filter settings
cl_class "0" // Default class when joining a game
cl_clearhinthistory // Clear memory of client side hints displayed to the player.
cl_clockdrift_max_ms "150" // Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the servers.
cl_clockdrift_max_ms_threadmode "0" // Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the servers.
cl_clock_correction "1" // Enable/disable clock correction on the client.
cl_clock_correction_adjustment_max_amount "200" // 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 "90" // it moves towards apply
cl_clock_correction_adjustment_min_offset "10" // then no clock correction is applied.
cl_clock_correction_force_server_tick "999" // Force clock correction to match the server tick + this offset (-999 disables it).
cl_clock_showdebuginfo "0" // Show debugging info about the clock drift.
cl_cmdrate "30" // Max number of command packets sent to server per second
cl_customsounds "0" // Enable customized player sound playback
cl_debugrumble "0" // Turn on rumble debugging spew
cl_debug_player_perf "0"
cl_defaultweapon "0" // Default Spawn Weapon
cl_demoviewoverride "0" // Override view during demo playback
cl_detaildist "1200" // Distance at which detail props are no longer visible
cl_detailfade "400" // Distance across which detail props fade in
Garry's Mod Commands Part IV
cl_detail_avoid_force "0" // percentage of the width of the detail sprite )
cl_detail_avoid_radius "30" // radius around detail sprite to avoid players
cl_detail_avoid_recover_speed "1" // how fast to recover position after avoiding players
cl_detail_max_sway "10" // Amplitude of the detail prop sway
cl_detail_multiplier "1" // extra details to create
cl_disablehtmlmotd "0" // Disable HTML motds.
cl_downloadfilter "0" // nosounds)
cl_drawhud "1" // Enable the rendering of the hud
cl_drawleaf "-1"
cl_drawmaterial "0" // Draw a particular material over the frame
cl_drawmonitors "1"
cl_drawownshadow "0" // Draw own shadow in first person mode
cl_drawshadowtexture "0"
cl_draw_airboat_wake "1"
cl_dump_particle_stats // dump particle profiling info to particle_profile.csv
cl_ejectbrass "1"
cl_entityreport "0" // draw entity states to console
cl_entityreport_sorted "0" // 3 = peak
cl_ent_absbox // Displays the clients absbox for the entity under the crosshair.
cl_ent_bbox // Displays the clients bounding box for the entity under the crosshair.
cl_ent_rbox // Displays the clients render box for the entity under the crosshair.
cl_extrapolate "1" // Enable/disable extrapolation if interpolation history runs out.
cl_extrapolate_amount "0" // Set how many seconds the client will extrapolate entities for.
cl_fastdetailsprites "1" // whether to use new detail sprite system
cl_fasttempentcollision "5"
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 "0" // For debugging. Force the engine to flush an entity packet.
cl_forcepreload "0" // Whether we should force preloading.
cl_forwardspeed "450"
cl_fullupdate // Forces the server to send a full update packet
cl_hudhint_sound "1" // Disable hudhint sounds.
cl_idealpitchscale "0"
cl_ignorepackets "0" // Force client to ignore packets (for debugging).
cl_interp "0" // Sets the interpolation amount (bounded on low side by server interp ratio settings).
cl_interp_all "0" // Disable interpolation list optimizations.
cl_interp_npcs "0" // if greater)
cl_interp_ratio "2" // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
cl_jiggle_bone_debug "0" // Display physics-based jiggle bone debugging information
cl_jiggle_bone_debug_pitch_constraints "0" // Display physics-based jiggle bone debugging information
cl_jiggle_bone_debug_yaw_constraints "0" // Display physics-based jiggle bone debugging information
cl_jiggle_bone_framerate_cutoff "45" // Skip jiggle bone simulation if framerate drops below this value (frames/second)
cl_lagcompensation "1" // Perform server side lag compensation of weapon firing events.
cl_language "0" // Language (from HKCUSoftwareValveSteamLanguage)
cl_leveloverview "0"
cl_leveloverviewmarker "0"
cl_localnetworkbackdoor "1" // Enable network optimizations for single player games.
cl_logofile "0" // Spraypoint logo decal.
cl_maxrenderable_dist "3000" // Max distance from the camera at which things will be rendered
cl_mouseenable "1"
cl_mouselook "1" // 0 for keyboard look. Cannot be set while connected to a server.
cl_new_impact_effects "0"
cl_npc_speedmod_intime "0"
cl_npc_speedmod_outtime "1"
cl_observercrosshair "1"
cl_overdraw_test "0"
cl_panelanimation // Shows panel animation variables: <panelname | blank for all panels>.
cl_particleeffect_aabb_buffer "2" // it wont have to be reinserted as oft
cl_particles_dump_effects
cl_particles_show_bbox "0"
cl_particle_batch_mode "1"
cl_particle_max_count "0"
cl_particle_retire_cost "0"
cl_pclass "0" // Dump entity by prediction classname.
cl_pdump "-1" // Dump info about this entity to screen.
cl_phys_props_enable "1" // Disable clientside physics props (must be set before loading a level).
cl_phys_props_max "300" // Maximum clientside physic props
cl_phys_props_respawndist "1500" // Minimum distance from the player that a clientside prop must be before its allowed to respawn.
cl_phys_props_respawnrate "60" // between clientside prop respawns.
cl_phys_timescale "1" // Sets the scale of time for client-side physics (ragdolls)
cl_pitchdown "89"
cl_pitchspeed "225" // Client pitch speed.
cl_pitchup "89"
cl_playback_screenshots "0" // Allows the client to playback screenshot and jpeg commands in demos.
cl_playermodel "0" // Default Player Model
cl_playerspraydisable "0" // Disable player sprays.
cl_precacheinfo // Show precache info (client).
cl_predict "1" // Perform client side prediction.
cl_predictionlist "0" // Show which entities are predicting
cl_predictweapons "1" // Perform client side prediction of weapon effects.
cl_pred_optimize "2" // and also for not repredicting if there were no errors (2)
cl_pred_track // for field fieldname.
cl_ragdoll_collide "0"
cl_removedecals // Remove the decals from the entity under the crosshair.
cl_resend "6" // Delay in seconds before the client will resend the connect attempt
cl_rumblescale "1" // Scale sensitivity of rumble effects (0 to 1.0)
cl_screenshotname "0" // Custom Screenshot name
cl_SetupAllBones "0"
cl_shadowtextureoverlaysize "256"
cl_showbattery "0" // Draw current battery level at top of screen when on battery power
cl_ShowBoneSetupEnts "0" // Show which entities are having their bones setup each frame.
cl_showdemooverlay "0" // -1 - show always)
cl_showents // Dump entity list to console.
cl_showerror "0" // 2 for above plus detailed field deltas.
cl_showevents "0" // Print event firing info in the console
cl_showfps "0" // 2 = smooth fps)
cl_showhelp "1" // Set to 0 to not show on-screen help
cl_showpausedimage "1" // Show the Paused image when game is paused.
cl_showpluginmessages "1" // Allow plugins to display messages to you
cl_showpos "0" // Draw current position at top of screen
cl_ShowSunVectors "0"
cl_showtextmsg "1" // Enable/disable text messages printing on the screen.
cl_show_num_particle_systems "0" // Display the number of active particle systems.
cl_show_splashes "1"
cl_sidespeed "450"
cl_smooth "1" // Smooth view/eye origin after prediction errors
cl_smoothtime "0" // Smooth clients view after prediction error over this many seconds
cl_soundemitter_flush // Flushes the sounds.txt system (client only)
cl_soundfile "0" // Jingle sound file.
cl_soundscape_flush // Flushes the client side soundscapes
cl_soundscape_printdebuginfo // print soundscapes
cl_spewscriptintro "0"
cl_spewuserinfoconvars // Re-send your myinfo variables to the server
cl_sporeclipdistance "512"
cl_starfield_diameter "128"
cl_starfield_distance "256"
cl_sun_decay_rate "0"
cl_team "0" // Default team when joining a game
cl_threaded_bone_setup "0" // Enable parallel processing of C_BaseAnimating::SetupBones()
cl_threaded_client_leaf_system "0"
cl_timeout "45" // the client will disconnect itself
cl_updaterate "30" // Number of packets per second of updates you are requesting from the server
cl_upspeed "320"
cl_view // Set the view entity index.
cl_voice_filter "0" // Filter voice by name substring
cl_vote_ui_active_after_voting "0"
cl_vote_ui_show_notification "0"
cl_winddir "0" // Weather effects wind direction angle
cl_windspeed "0" // Weather effects wind speed scalar
cl_wpn_sway_interp "0"
cl_wpn_sway_scale "1"
cl_yawspeed "210" // Client yaw speed.
cmd // Forward command to server.
cnc // Context Click
collision_shake_amp "0"
collision_shake_freq "0"
collision_shake_time "0"
collision_test // Tests collision system
colorcorrectionui // Show/hide the color correction tools UI.
combine_guard_spawn_health "1"
combine_spawn_health "1"
commentary "0" // Desired commentary mode state.
commentary_available "0" // Automatically set by the game when a commentary file is available for the current map.
commentary_cvarsnotchanging
commentary_finishnode
commentary_firstrun "0"
Garry's Mod Commands Part V
commentary_showmodelviewer // Display the commentary model viewer. Usage: commentary_showmodelviewer <model name> <optional attached model name>
commentary_testfirstrun
condump // dump the text currently in the console to condumpXX.log
connect // Connect to specified server.
contimes "8" // Number of console lines to overlay for debugging.
con_drawnotify "1" // Disables drawing of notification area (for taking screenshots).
con_enable "0" // Allows the console to be activated.
con_filter_enable "0" // 2 displays filtered text brighter than ot
con_filter_text "0" // Text with which to filter console spew. Set con_filter_enable 1 or 2 to activate.
con_filter_text_out "0" // Text with which to filter OUT of console spew. Set con_filter_enable 1 or 2 to activate.
con_notifytime "8" // How long to display recent console text to the upper part of the game window
con_nprint_bgalpha "50" // Con_NPrint background alpha.
con_nprint_bgborder "5" // Con_NPrint border size.
con_timestamp "0" // Prefix console.log entries with timestamps
con_trace "0" // Print console text to low level printout.
coop "0" // Cooperative play.
CreateHairball
create_flashlight
creditsdone
crosshair "1"
cursor_active "0"
cursor_x "0"
cursor_y "0"
cursor_z "0"
curve_bias "0"
cvarlist // Show the list of convars/concommands.
c_maxdistance "200"
c_maxpitch "90"
c_maxyaw "135"
c_mindistance "30"
c_minpitch "0"
c_minyaw "-135"
c_orthoheight "100"
c_orthowidth "100"
datacachesize "32" // Size in MB.
dbghist_addline // Add a line to the debug history. Format: <category id> <line>
dbghist_dump // Dump the debug history to the console. Format: <category id> Categories: 0: Entity I/O 1: AI Decisions 2: Sc
deathmatch "0" // Running a deathmatch server.
debugsystemui // Show/hide the debug system UI.
debug_materialmodifycontrol "0"
debug_materialmodifycontrol_client "0"
debug_physimpact "0"
debug_touchlinks "0" // Spew touch link activity
decalfrequency "10"
default_fov "75"
demolist // Print demo sequence list.
demos // Demo demo file sequence.
demoui // Show/hide the demo player UI.
demoui2 // Show/hide the advanced demo player UI (demoui2).
demo_avellimit "2000" // Angular velocity limit before eyes considered snapped for demo playback.
demo_debug "0" // Demo debug info.
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_fov_override "0" // this value will be used to override FOV during demo playback.
demo_gototick // Skips to a tick in demo.
demo_interplimit "4000" // How much origin velocity before its considered to have teleported causing interpolation to reset.
demo_interpolateview "1" // Do view interpolation during dem playback.
demo_legacy_rollback "1" // Use legacy view interpolation rollback amount in demo playback.
demo_pause // Pauses demo playback.
demo_pauseatservertick "0" // Pauses demo playback at server tick
demo_quitafterplayback "0" // Quits game after demo playback.
demo_recordcommands "1" // Record commands typed at console into .dem files.
demo_resume // Resumes demo playback.
demo_setendtick // Sets end demo playback tick. Set to 0 to disable.
demo_timescale // Sets demo replay speed.
demo_togglepause // Toggles demo playback.
derma_controls
developer "0" // Set developer message level
devshots_nextmap // Used by the devshots system to go to the next map in the devshots maplist.
devshots_screenshot // use the screenshot command instead.
differences // Show all convars which are not at their default values.
disconnect // Disconnect game from server.
dispcoll_drawplane "0"
displaysoundlist "0"
disp_dynamic "0"
dlight_debug // Creates a dlight in front of the player
dog_debug "0"
dog_max_wait_time "7"
download_debug "0"
drawcross // Draws a cross at the given location Arguments: x y z
drawline // Draws line between two 3D Points. Green if no collision Red is collides with something Arguments: x1 y1 z1 x2 y2 z2
dropprimary // dropprimary: Drops the primary weapon of the player.
dsp_automatic "0"
dsp_db_min "80"
dsp_db_mixdrop "0"
dsp_dist_max "1440"
dsp_dist_min "0"
dsp_enhance_stereo "0"
dsp_facingaway "0"
dsp_mix_max "0"
dsp_mix_min "0"
dsp_off "0"
dsp_player "0"
dsp_reload
dsp_room "0"
dsp_slow_cpu "0"
dsp_spatial "40"
dsp_speaker "50"
dsp_volume "1"
dsp_vol_2ch "1"
dsp_vol_4ch "0"
dsp_vol_5ch "0"
dsp_water "14"
dti_flush // Write out the datatable instrumentation files (you must run with -dti for this to work).
dtwarning "0" // Print data table warnings?
dtwatchclass "0" // Watch all fields encoded with this table.
dtwatchent "-1" // Watch this entities data table encoding.
dtwatchvar "0" // Watch the named variable.
dt_ShowPartialChangeEnts "0" // (SP only) - show entities that were copied using small optimized lists (FL_EDICT_PARTIAL_CHANGE).
dt_UsePartialChangeEnts "1" // (SP only) - enable FL_EDICT_PARTIAL_CHANGE optimization.
dumpentityfactories // Lists all entity factory names.
dumpeventqueue // Dump the contents of the Entity I/O event queue to the console.
dumpgamestringtable // Dump the contents of the game string table to the console.
dumplongticks // Enables generating minidumps on long ticks.
dumpsavedir // List the contents of the save directory in memory
dumpstringtables // Print string tables to console.
dumpstringtables_new // or list them if none
dumpstringtables_new // or list them if none
dump_entity_sizes // Print sizeof(entclass)
dump_globals // Dump all global entities/states
dump_luafiles
dump_luafiles
dump_luafiles_bootstrap
dump_luafiles_nosend
dump_panels // Dump Panel Tree
dump_pooledstrings // Dumps a list of Lua pooled strings
dump_x360_cfg // Dump X360 config files to disk
dump_x360_saves // Dump X360 save games to disk
echo // Echo text to console.
editdemo // Edit a recorded demo file (.dem ).
editor_toggle // Disables the simulation and returns focus to the editor
effects_list // engine effects.
effects_reload // Reloads the effect scripts (For development purposes)
enable_debug_overlays "1" // Enable rendering of debug overlays
endmovie // Stop recording movie frames.
english "1" // running the english language set of assets.
ent_absbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar
ent_attachments // Displays the attachment points on an entity. Arguments: {entity_name} / {class_name} / no argument picks what player is loo
ent_autoaim // Displays the entitys autoaim radius. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_bbox // Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlay
ent_cancelpendingentfires // Cancels all ent_fire created outputs that are currently waiting for their delay to expire.
ent_create // Creates an entity of the given type where the player is looking. Additional parameters can be passed in in the form: ent_creat
ent_debugkeys "0"
ent_dump // Usage: ent_dump <entity name>
ent_fire // Usage: ent_fire <target> [action] [value] [delay]
ent_info // Usage: ent_info <class name>
ent_keyvalue // Applies the comma delimited key=value pairs to the entity with the given Hammer ID. Format: ent_keyvalue <entity id> <key1>=<v
ent_messages // Toggles input/output message display for the selected entity(ies). The name of the entity will be displayed as well as any mes
ent_messages_draw "0" // Visualizes all entity input/output activity.
ent_name
ent_orient // only orients target entitys YAW. Use the allangles opt
ent_pause // Toggles pausing of input/output message processing for entities. When turned on processing of all message will stop. Any mess
ent_pivot // Displays the pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red). Arguments: {entity_name} / {class
Garry's Mod Console Commands Part VI
ent_rbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar
ent_remove // Removes the given entity(s) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_remove_all // Removes all entities of the specified type Arguments: {entity_name} / {class_name}
ent_rotate // Rotates an entity by a specified # of degrees
ent_setname // Sets the targetname of the given entity(s) Arguments: {new entity name} {entity_name} / {class_name} / no argument picks wh
ent_show_response_criteria // an entitys current criteria set used to select responses. Arguments: {entity_name} / {class_name} /
ent_step // When ent_pause is set this will step through one waiting input / output message at a time.
ent_teleport // Teleport the specified entity to where the player is looking. Format: ent_teleport <entity name>
ent_text // Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_
ent_viewoffset // Displays the eye position for the given entity(ies) in red. Arguments: {entity_name} / {class_name} / no argument picks wha
envmap
escape // Escape key pressed.
exec // Execute script file.
exit // Exit the engine.
explode // Kills the player with explosive damage
explodevector // Kills a player applying an explosive force. Usage: explodevector <player> <x value> <y value> <z value>
explosion_dlight "1"
fadein // fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds.
fadeout // fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds.
fast_fogvolume "0"
filesystem_buffer_size "0" // Size of per file buffers. 0 for none
find // Find concommands with the specified string in their name/help text.
findflags // Find concommands by flags.
find_ent // Find and list all entities with classnames or targetnames that contain the specified substring. Format: find_ent <substring>
find_ent_index // Display data for entity matching specified index. Format: find_ent_index <index>
firetarget
fire_absorbrate "3"
fire_dmgbase "1"
fire_dmginterval "1"
fire_dmgscale "0"
fire_extabsorb "5"
fire_extscale "12"
fire_growthrate "1"
fire_heatscale "1"
fire_incomingheatscale "0"
fire_maxabsorb "50"
firstperson // Switch to firstperson camera.
fish_debug "0" // Show debug info for fish
fish_dormant "0" // Turns off interactive fish behavior. Fish become immobile and unresponsive.
flex_expression "0"
flex_looktime "5"
flex_maxawaytime "1"
flex_maxplayertime "7"
flex_minawaytime "0"
flex_minplayertime "5"
flex_rules "1" // Allow flex animation rules to run.
flex_smooth "1" // Applies smoothing/decay curve to flex animation controller changes.
flex_talk "0"
flush // Flush unlocked cache memory.
flush_locked // Flush unlocked and locked cache memory.
fogui // Show/hide fog control UI.
fog_color "-1"
fog_colorskybox "-1"
fog_color_b "-1"
fog_color_g "-1"
fog_color_r "-1"
fog_enable "1"
fog_enableskybox "1"
fog_enable_water_fog "1"
fog_end "1"
fog_endskybox "1"
fog_maxdensity "-1"
fog_maxdensityskybox "-1"
fog_override "0"
fog_start "1"
fog_startskybox "1"
force_centerview
fov // Change players FOV
fov_desired "75" // Sets the base field-of-view.
fps_max "300" // cannot be set while connected to a server.
free_pass_peek_debug "0"
fstat
fstat_clear
fs_monitor_read_from_pack "0" // 2:Sync only
fs_printopenfiles // Show all files currently opened by the engine.
fs_report_sync_opens "0" // 2:Not during load
fs_translate_names "1"
fs_warning_level // Set the filesystem warning level.
fs_warning_mode "0" // 2:Warn other threads
func_breakdmg_bullet "0"
func_breakdmg_club "1"
func_breakdmg_explosive "1"
func_break_max_pieces "15"
func_break_reduction_factor "0"
fun_npcscale "1"
g15_dumpplayer // Spew player data.
g15_reload // Reloads the Logitech G-15 Keyboard configs.
g15_update_msec "250" // Logitech G-15 Keyboard update interval.
gamemenucommand // Issue game menu command.
gamemode // outputs information about the gamemode
gamemode_reload // Reloads the gamemode. This wont transfer new clientside files - so youll need to restart the map for connected clients to see
gamemode_reload_cl // Reloads the gamemode on the client
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_hide_dialog // asdf
gameui_preventescape // Escape key doesnt hide game UI
gameui_preventescapetoshow // Escape key doesnt show game UI
gameui_show_dialog // Show an arbitrary Dialog.
gameui_xbox "0"
getpos // dump position and angles to the console
give // Give item to player. Arguments: <item_name>
givecurrentammo // Give a supply of ammo for current weapon..
global_set // 2 = DEAD).
gl_clear "0"
gl_clear_randomcolor "0" // Clear the back buffer to random colors every frame. Helps spot open seams in geometry.
gm_clearfonts // For development purposes. Clears the font list so itll be forced to re-create the font next time. (This means it leaks memory)
gm_gridsize "32"
gm_showhelp
gm_showspare1
gm_showspare2
gm_showteam
gm_snapdegrees "45"
gm_snaptogrid "0"
god // Toggle. Player becomes invulnerable.
groundlist // Display ground entity list <index>
g_ai_citizen_show_enemy "0"
g_antlionguard_hemorrhage "1" // guard will emit a bleeding particle effect when wounded.
g_antlion_cascade_push "1"
g_antlion_maxgibs "16"
g_debug_angularsensor "0"
g_debug_antlion "0"
g_debug_antlionguard "0"
g_debug_antlionmaker "0"
g_debug_antlion_worker "0"
g_debug_basehelicopter "0"
g_debug_basescanner "0"
g_debug_combine_camera "0"
g_debug_constraint_sounds "0" // Enable debug printing about constraint sounds.
g_debug_cscanner "0"
g_debug_doors "0"
g_debug_dropship "0"
g_debug_dynamicresupplies "0" // Debug item_dynamic_resupply spawning. Set to 1 to see text printouts of the spawning. Set to 2 to see lines drawn to other item
g_debug_gunship "0"
g_debug_headcrab "0"
g_debug_hunter_charge "0"
g_debug_npc_vehicle_roles "0"
g_debug_physcannon "0"
g_debug_ragdoll_removal "0"
g_debug_ragdoll_visualize "0"
g_debug_trackpather "0"
g_debug_transitions "0" // Set to 1 and restart the map to be warned if the map has no trigger_transition volumes. Set to 2 to see a dump of all entities
g_debug_turret "0"
g_debug_turret_ceiling "0"
g_debug_vehiclebase "0"
g_debug_vehicledriver "0"
g_debug_vehicleexit "0"
g_debug_vehiclesound "0"
g_debug_vortigaunt_aim "0"
g_helicopter_bomb_danger_radius "120"
g_helicopter_bullrush_bomb_enemy_distance "0"
g_helicopter_bullrush_bomb_speed "850" // The maximum distance the player can be from the chopper before it stops firing
g_helicopter_bullrush_bomb_time "10"
g_helicopter_bullrush_distance "5000"
g_helicopter_bullrush_mega_bomb_health "0" // Fraction of the health of the chopper before it mega-bombs
g_helicopter_bullrush_shoot_height "650" // The maximum distance the player can be from the chopper before it stops firing
g_helicopter_chargetime "2" // How much time we have to wait (on average) between the time we start hearing the charging sound + the chopper fires
g_helicopter_idletime "3" // How much time we have to wait (on average) after we fire before we can charge up again
g_helicopter_maxfiringdist "2500" // The maximum distance the player can be from the chopper before it stops firing
g_jeepexitspeed "100"
g_Language "0"
g_ragdoll_fadespeed "600"
g_ragdoll_important_maxcount "2"
g_ragdoll_lvfadespeed "100"
g_ragdoll_maxcount "32"
g_test_new_antlion_jump "1"
hap_airboat_gun_mag "3"
hap_damagescale_game "1"
hap_HasDevice "0" // falcon is connected
hap_jeep_cannon_mag "10"
hap_melee_scale "0"
hap_noclip_avatar_scale "0"
hap_turret_mag "5"
hap_ui_vehicles "1"
heartbeat // Force heartbeat of master servers
help // Find help about a convar/concommand.
hideconsole // Hide the console.
hidehud "0"
Garry's Mod Console Commands Part VII
hidepanel // Hides a viewport panel <name>
hl1_debug_sentence_volume "0"
hl1_fixup_sentence_sndlevel "1"
hl2_darkness_flashlight_factor "1"
hl2_episodic "0"
hostip "0" // Host game server ip
hostname "0" // Hostname for server.
hostport "27015" // Host game server port
host_flush_threshold "20" // Memory threshold below which the host should flush caches between server instances
host_framerate "0" // Set to lock per-frame time elapse.
host_limitlocal "0" // Apply cl_cmdrate and cl_updaterate to loopback connection
host_map "0" // Current map name.
host_profile "0"
host_runofftime // Run off some time without rendering/updating sounds
host_showcachemiss "0" // Print a debug message when the client or server cache is missed.
host_ShowIPCCallCount "0" // the # of IPC calls is shown every frame.
host_sleep "0" // Force the host to sleep a certain number of milliseconds each frame.
host_speeds "0" // Show general system running times.
host_thread_mode "0" // 2 == force)
host_timer_report // Spew CPU timer jitter for the last 128 frames in microseconds (dedicated only)
host_timer_spin_ms "0" // Use CPU busy-loop for improved timer precision (dedicated only)
host_timescale "1" // Prescale the clock by this amount.
host_writeconfig // Store current settings to config.cfg (or specified .cfg file).
hud_airboathint_numentries "10"
hud_autoaim_method "1"
hud_autoaim_scale_icon "0"
hud_autoreloadscript "0" // Automatically reloads the animation script each time one is ran
hud_centerid "1"
hud_deathnotice_time "6"
hud_drawhistory_time "5"
hud_draw_active_reticle "0"
hud_draw_fixed_reticle "0"
hud_fastswitch "0"
hud_freezecamhide "0" // Hide the HUD during freeze-cam
hud_jeephint_numentries "10"
hud_magnetism "0"
hud_quickinfo "1"
hud_reloadscheme // Reloads hud layout and animation scripts.
hud_reticle_alpha_speed "700"
hud_reticle_maxalpha "255"
hud_reticle_minalpha "125"
hud_reticle_scale "1"
hud_saytext_time "12"
hud_showtargetid "1"
hud_takesshots "0" // Auto-save a scoreboard screenshot at the end of a map.
hunter_allow_dissolve "1"
hunter_allow_nav_jump "0"
hunter_charge "1"
hunter_charge_min_delay "10"
hunter_charge_pct "25"
hunter_charge_test "0"
hunter_cheap_explosions "1"
hunter_clamp_shots "1"
hunter_disable_patrol "0"
hunter_dodge_debug "0"
hunter_dodge_warning "1"
hunter_dodge_warning_cone "0"
hunter_dodge_warning_width "180"
hunter_first_flechette_delay "0"
hunter_flechette_delay "0"
hunter_flechette_explode_delay "2"
hunter_flechette_max_concurrent_volleys "2"
hunter_flechette_max_range "1200"
hunter_flechette_min_range "100"
hunter_flechette_speed "2000"
hunter_flechette_test "0"
hunter_flechette_volley_end_max_delay "2"
hunter_flechette_volley_end_min_delay "1"
hunter_flechette_volley_size "8"
hunter_flechette_volley_start_max_delay "0"
hunter_flechette_volley_start_min_delay "0"
hunter_free_knowledge "10"
hunter_hate_attached_striderbusters "1"
hunter_hate_held_striderbusters "1"
hunter_hate_held_striderbusters_delay "0"
hunter_hate_held_striderbusters_tolerance "2000"
hunter_hate_thrown_striderbusters "1"
hunter_hate_thrown_striderbusters_tolerance "300"
hunter_jostle_car_max_speed "600"
hunter_jostle_car_min_speed "100"
hunter_melee_delay "2"
hunter_plant_adjust_z "12"
hunter_random_expressions "0"
hunter_retreat_striderbusters "1" // the hunter will retreat when a buster is glued to him.
hunter_seek_thrown_striderbusters_tolerance "400"
hunter_shoot_flechette // Fires a hunter flechette where the player is looking.
hunter_show_weapon_los_condition "0"
hunter_show_weapon_los_z "0"
hunter_siege_frequency "12"
hunter_stand_still "0"
hurtme // Hurts the player. Arguments: <health to lose>
impulse
incrementvar // Increment specified convar value.
invnext
invprev
in_usekeyboardsampletime "1" // Use keyboard sample time smoothing.
ip "0" // Overrides IP for multihomed hosts
jalopy_blocked_exit_max_speed "50"
jalopy_cargo_anim_time "1"
jalopy_radar_test_ent "0"
joyadvancedupdate
joystick "0"
joy_accelmax "1"
joy_accelscale "0"
joy_accel_filter "0"
joy_advanced "0"
joy_advaxisr "0"
joy_advaxisu "0"
joy_advaxisv "0"
joy_advaxisx "0"
joy_advaxisy "0"
joy_advaxisz "0"
joy_autoaimdampen "0" // How much to scale user stick input when the gun is pointing at a valid target.
joy_autoaimdampenrange "0" // The stick range where autoaim dampening is applied. 0 = off
joy_autosprint "0" // Automatically sprint when moving with an analog joystick
joy_axisbutton_threshold "0" // Analog axis range before a button press is registered.
joy_diagonalpov "0" // too.
joy_display_input "0"
joy_forwardsensitivity "-1"
joy_forwardthreshold "0"
joy_inverty "0" // Whether to invert the Y axis of the joystick for looking.
joy_inverty_default "0"
joy_lowend "1"
joy_lowmap "1"
joy_movement_stick "0" // Which stick controls movement (0 is left stick)
joy_movement_stick_default "0"
joy_name "0"
joy_pegged "0"
joy_pitchsensitivity "1"
joy_pitchsensitivity_default "-1"
joy_pitchthreshold "0"
joy_response_look "0" // 1=Acceleration Promotion
joy_response_move "1" // 1/sensitivity
joy_response_move_vehicle "6"
joy_sidesensitivity "1"
joy_sidethreshold "0"
joy_vehicle_turn_lowend "0"
joy_vehicle_turn_lowmap "0"
joy_virtual_peg "0"
joy_wingmanwarrior_centerhack "0" // Wingman warrior centering hack.
joy_wingmanwarrior_turnhack "0" // Wingman warrior hack related to turn axes.
joy_xcontroller_cfg_loaded "0" // the 360controller.cfg file will be executed on startup & option changes.
joy_xcontroller_found "0" // Automatically set to 1 if an xcontroller has been detected.
joy_yawsensitivity "-1"
joy_yawsensitivity_default "-1"
joy_yawthreshold "0"
jpeg // Take a jpeg screenshot: jpeg <filename> <quality 1-100>.
jpeg_quality "90" // jpeg screenshot quality.
kdtree_test // Tests spatial partition for entities queries.
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 // Kick a player by name.
kickall // Kicks everybody connected with a message.
kickid // with a message.
kill // Kills the player with generic damage
killserver // Shutdown the server.
killvector // Kills a player applying force. Usage: killvector <player> <x value> <y value> <z value>
language_reload // Reloads the language files
lastinv
lightcache_maxmiss "2"
lightprobe // Samples the lighting environment. Creates a cubemap and a file indicating the local lighting in a subdirectory called material
light_crosshair // Show texture color at crosshair
linefile // Parses map leak data from .lin file
listdemo // List demo file contents.
listid // Lists banned users.
listip // List IP addresses on the ban list.
listissues // List all the issues that can be voted on.
listmodels // List loaded models.
listRecentNPCSpeech // Displays a list of the last 5 lines of speech from NPCs.
load // Load a saved game.
loadcommentary
loader_dump_table
loader_spew_info "0" // -1:All
loader_spew_info_ex "0" // (internal)
lod_TransitionDist "800"
log // and udp < on | off >.
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.
log_verbose_enable "0" // Set to 1 to enable verbose server log on the server.
log_verbose_interval "3" // Determines the interval (in seconds) for the verbose server log.
lookspring "0"
lookstrafe "0"
lservercfgfile "0"
LuaParticle_SettleSpeed "100"
lua_cookieclear
lua_cookiespew
lua_filestats // Lua File Stats
lua_log_cl "0"
lua_log_sv "0"
lua_md5
lua_networkvar_bytespertick "256"
lua_networkvar_refreshtime "60"
lua_openscript // Open a Lua script
lua_openscript_cl // Open a Lua script
lua_reloadents // Reload all scripted entities
lua_run // Run a Lua command
lua_run_cl // Run a Lua command
map // Start playing on specified map.
Garry's Mod Console Commands Part IIX
map2 // <map> <gamemode> - Start a map with named gamemode instead of the default
mapcyclefile "0" // Name of the .txt file used to cycle the maps on multiplayer servers
maps // Displays list of maps.
map_background // Runs a map as the background to the main menu.
map_commentary // on a specified map.
map_edit
map_noareas "0" // Disable area to area connection testing.
matchmakingport "27025" // Host Matchmaking port
mat_aaquality "0"
mat_accelerate_adjust_exposure_down "3"
mat_alphacoverage "1"
mat_antialias "0"
mat_autoexposure_max "2"
mat_autoexposure_min "0"
mat_bloomamount_rate "0"
mat_bloomscale "1"
mat_bloom_scalefactor_scalar "1"
mat_bufferprimitives "1"
mat_bumpbasis "0"
mat_bumpmap "1"
mat_camerarendertargetoverlaysize "128"
mat_clipz "1"
mat_colcorrection_disableentities "0" // Disable map color-correction entities
mat_colorcorrection "1"
mat_color_projection "0"
mat_compressedtextures "1"
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
mat_debugalttab "0"
mat_debugdepth "0"
mat_debugdepthmode "0"
mat_debugdepthval "128"
mat_debugdepthvalmax "256"
mat_debug_autoexposure "0"
mat_debug_bloom "0"
mat_debug_postprocessing_effects "0" // 2 = only apply post-processing to the centre of the screen
mat_debug_process_halfscreen "0"
mat_depthbias_decal "-262144"
mat_depthbias_normal "0"
mat_depthbias_shadowmap "0"
mat_diffuse "1"
mat_disablehwmorph "0" // Disables HW morphing for particular mods
mat_disable_bloom "0"
mat_disable_d3d9ex "0" // Disables Windows Aero DirectX extensions (may positively or negatively affect performance depending on video drivers)
mat_disable_fancy_blending "0"
mat_disable_lightwarp "0"
mat_disable_ps_patch "0"
mat_drawflat "0"
mat_drawTexture "0" // Enable debug view texture
mat_drawTextureScale "1" // Debug view texture scale
mat_drawTitleSafe "0" // Enable title safe overlay
mat_drawwater "1"
mat_dump_rts "0"
mat_dxlevel "95"
mat_dynamic_tonemapping "1"
mat_edit // Bring up the material under the crosshair in the editor
mat_envmapsize "128"
mat_envmaptgasize "32"
mat_excludetextures "0"
mat_exposure_center_region_x "0"
mat_exposure_center_region_x_flashlight "0"
mat_exposure_center_region_y "0"
mat_exposure_center_region_y_flashlight "0"
mat_fastclip "0"
mat_fastnobump "0"
mat_fastspecular "1" // Enable/Disable specularity for visual testing. Will not reload materials and will not affect perf.
mat_fillrate "0"
mat_filterlightmaps "1"
mat_filtertextures "1"
mat_forceaniso "1"
mat_forcedynamic "0"
mat_forcehardwaresync "1"
mat_forcemanagedtextureintohardware "0"
mat_force_bloom "0"
mat_force_ps_patch "0"
mat_force_tonemap_scale "0"
mat_framebuffercopyoverlaysize "128"
mat_frame_sync_enable "1"
mat_frame_sync_force_texture "0" // Force frame syncing to lock a managed texture.
mat_fullbright "0"
mat_hdr_enabled // Report if HDR is enabled for debugging
mat_hdr_level "2" // and 2 for full HDR on HDR maps.
mat_hdr_manual_tonemap_rate "1"
mat_hdr_tonemapscale "1" // 16 = eyes wide open.
mat_hdr_uncapexposure "0"
mat_hsv "0"
mat_info // Shows material system info
mat_leafvis "0" // Draw wireframe of current leaf
mat_levelflush "1"
mat_lightmap_pfms "0" // Outputs .pfm files containing lightmap data for each lightmap page when a level exits.
mat_loadtextures "1"
mat_luxels "0"
mat_managedtextures "1" // allows Direct3D to manage texture uploading at the cost of extra system memory
mat_maxframelatency "1"
mat_max_worldmesh_vertices "65536"
mat_measurefillrate "0"
mat_mipmaptextures "1"
mat_monitorgamma "2" // monitor gamma (typically 2.2 for CRT and 1.7 for LCD)
mat_monitorgamma_tv_enabled "0"
mat_monitorgamma_tv_exp "2"
mat_monitorgamma_tv_range_max "255"
mat_monitorgamma_tv_range_min "16"
mat_morphstats "0"
mat_motion_blur_enabled "0"
mat_motion_blur_falling_intensity "1"
mat_motion_blur_falling_max "20"
mat_motion_blur_falling_min "10"
mat_motion_blur_forward_enabled "0"
mat_motion_blur_percent_of_screen_max "4"
mat_motion_blur_rotation_intensity "1"
mat_motion_blur_strength "1"
mat_non_hdr_bloom_scalefactor "0"
mat_norendering "0"
mat_normalmaps "0"
mat_normals "0"
mat_parallaxmap "0"
mat_picmip "0"
mat_postprocessing_combine "1" // software anti-aliasing and color correction into one post-processing pass
mat_postprocess_x "4"
mat_postprocess_y "1"
mat_powersavingsmode "0" // Power Savings Mode
mat_proxy "0"
mat_queue_mode "-2" // 1=queued sing
mat_reducefillrate "0"
mat_reduceparticles "0"
mat_reloadallmaterials // Reloads all materials
mat_reloadmaterial // Reloads a single material
mat_reloadtextures // Reloads all textures
mat_remoteshadercompile "0"
mat_reporthwmorphmemory // Reports the amount of size in bytes taken up by hardware morph textures.
mat_report_queue_status "0"
mat_reversedepth "0"
mat_savechanges // saves current video configuration to the registry
mat_setvideomode // windowed state of the material system
mat_shadowstate "1"
mat_showcamerarendertarget "0"
mat_showenvmapmask "0"
mat_showframebuffertexture "0"
mat_showlightmappage "-1"
mat_showlowresimage "0"
mat_showmaterials // Show materials.
mat_showmaterialsverbose // Show materials (verbose version).
mat_showmiplevels "0" // 1: everything else
mat_showtextures // Show used textures.
mat_showwatertextures "0"
mat_show_ab_hdr "0"
mat_show_ab_hdr_hudelement "0" // HDR Demo HUD Element toggle.
mat_show_histogram "0"
mat_show_texture_memory_usage "0" // Display the texture memory usage on the HUD.
mat_slopescaledepthbias_decal "0"
mat_slopescaledepthbias_normal "0"
mat_slopescaledepthbias_shadowmap "5"
mat_softwarelighting "0"
mat_softwareskin "0"
mat_software_aa_blur_one_pixel_lines "0" // (1.0 - lots)
mat_software_aa_debug "0" // (2 - show anti-a
mat_software_aa_edge_threshold "1" // Software AA - adjusts the sensitivity of the software AA shaders edge detection (default 1.0 - a lower value will soften more
mat_software_aa_quality "0" // (1 - 9-tap filter)
mat_software_aa_strength "-1" // Software AA - perform a software anti-aliasing post-process (an alternative/supplement to MSAA). This value sets the strength o
mat_software_aa_strength_vgui "-1" // but forced to this value when called by the post vgui AA pass.
mat_software_aa_tap_offset "1" // Software AA - adjusts the displacement of the taps used by the software AA shader (default 1.0 - a lower value will make the im
mat_specular "1" // Enable/Disable specularity for perf testing. Will cause a material reload upon change.
mat_spewvertexandpixelshaders // Print all vertex and pixel shaders currently loaded to the console
mat_stub "0"
mat_supportflashlight "1" // 1 - flashlight is supported
mat_surfaceid "0"
mat_surfacemat "0"
mat_texture_limit "-1" // the material system will limit the amount of texture memory it uses in a frame. Useful for identifying
mat_texture_list "0" // show a list of used textures per frame
mat_texture_list_all "0" // then the texture list panel will show all currently-loaded textures.
mat_texture_list_content_path "0" // itll assume your content directory is next to the currently runn
mat_texture_list_txlod // -1 to dec resolution
mat_texture_list_txlod_sync // save - saves all changes to material content files
mat_texture_list_view "1" // then the texture list panel will render thumbnails of currently-loaded textures.
mat_tonemapping_occlusion_use_stencil "0"
mat_tonemap_algorithm "1" // 0 = Original Algorithm 1 = New Algorithm
mat_tonemap_min_avglum "3"
mat_tonemap_percent_bright_pixels "2"
mat_tonemap_percent_target "60"
mat_trilinear "1"
mat_use_compressed_hdr_textures "1"
Garry's Mod Console Commands Part IX
mat_viewportscale "1" // Scale down the main viewport (to reduce GPU impact on CPU profiling)
mat_visualize_dof "0"
mat_vsync "0" // Force sync to vertical retrace
mat_wateroverlaysize "128"
mat_wireframe "0"
mat_yuv "0"
maxplayers // Change the maximum number of players allowed on this server.
memory // Print memory stats.
memory_diff // show memory stats relative to snapshot
memory_list // dump memory list (linux only)
memory_mark // snapshot current allocation status
memory_status // show memory stats (linux only)
mem_compact
mem_dump // Dump memory stats to text file.
mem_dumpstats "0" // Dump current and max heap usage info to console at end of frame ( set to 2 for continuous output )
mem_dumpvballocs // Dump VB memory allocation stats.
mem_eat
mem_force_flush "0" // Force cache flush of unlocked resources on every alloc
mem_max_heapsize "256" // Maximum amount of memory to dedicate to engine hunk and datacache (in mb)
mem_max_heapsize_dedicated "64" // for dedicated server (in mb)
mem_min_heapsize "48" // Minimum amount of memory to dedicate to engine hunk and datacache (in mb)
mem_periodicdumps "0" // Write periodic memstats dumps every n seconds.
mem_test
mem_test_each_frame "0" // Run heap check at end of every frame
mem_test_every_n_seconds "0" // Run heap check at a specified interval
mem_vcollide // Dumps the memory used by vcollides
menu_achievements
menu_clearfonts // For development purposes. Clears the font list so itll be forced to re-create the font next time. (This means it leaks memory)
menu_extensions
menu_reload // Forces a total reload of the Lua base menu
menu_startgame
metropolice_charge "1"
metropolice_chase_use_follow "0"
metropolice_move_and_melee "1"
minisave // Saves game (for current level only!)
mission_list // List all available tactical missions
mission_show // Show the given mission
mm_add_item // Add a stats item
mm_add_player // Add a player
mm_max_spectators "4" // Max players allowed on the spectator team
mm_message // Send a message to all remote clients
mm_minplayers "2" // Number of players required to start an unranked game
mm_select_session // Select a session
mm_session_info // Dump session information
mm_stats
model_list // Dump model list to file
mod_forcedata "1" // Forces all model file data into cache on model load.
mod_forcetouchdata "1" // Forces all model file data into cache on model load.
mod_load_anims_async "0"
mod_load_fakestall "0" // Forces all ANI file loading to stall for specified ms
mod_load_mesh_async "0"
mod_load_showstall "0" // 2 - show stalls
mod_load_vcollide_async "0"
mod_lock_mdls_on_load "0"
mod_test_mesh_not_available "0"
mod_test_not_available "0"
mod_test_verts_not_available "0"
mod_touchalldata "1" // Touch model data during level startup
mod_trace_load "0"
monk_headshot_freq "2"
mortar_visualize "0"
motdfile "0" // The MOTD file to load.
motdfile_text "0" // The text-only MOTD file to use for clients that have disabled HTML MOTDs.
movie_fixwave // etc.
mp_allowNPCs "1"
mp_allowspectators "1" // toggles whether the server allows spectator mode or not
mp_autocrosshair "1"
mp_autoteambalance "1"
mp_bonusroundtime "15" // Time after round win until round restarts
mp_chattime "10" // amount of time players can chat after the game is over
mp_clan_readyrestart "0" // game will restart once someone from each team gives the ready signal
mp_clan_ready_signal "0" // Text that team leader from each team must speak for the match to begin
mp_decals "5000"
mp_defaultteam "0"
mp_disable_autokick // Prevents a userid from being auto-kicked
mp_disable_respawn_times "0"
mp_enableroundwaittime "1" // Enable timers to wait between rounds.
mp_fadetoblack "0" // fade a players screen to black when he dies
mp_falldamage "0"
mp_flashlight "0"
mp_footsteps "1"
mp_forceautoteam "0" // Automatically assign players to teams when joining.
mp_forcecamera "0" // Restricts spectator modes for dead players
mp_forcerespawn "1"
mp_forcerespawnplayers // Force all players to respawn.
mp_forcewin // Forces team to win
mp_fraglimit "0" // The number of kills at which the map ends
mp_friendlyfire "0" // Allows team members to injure other members of their team
mp_holiday_nogifts "0" // Set to 1 to prevent holiday gifts from spawning when players are killed.
mp_match_end_at_timelimit "0" // Allow the match to end when mp_timelimit hits instead of waiting for the end of the current round.
mp_maxrounds "0" // max number of rounds to play before server changes maps
mp_readyrestart "0" // game will restart once each player gives the ready signal
mp_ready_signal "0" // Text that each player must speak for the match to begin
mp_respawnwavetime "10" // Time between respawn waves.
mp_restartgame "0" // game will restart in the specified number of seconds
mp_restartgame_immediate "0" // game will restart immediately
mp_restartround "0" // the current round will restart in the specified number of seconds
mp_scrambleteams // Scramble the teams and restart the game
mp_scrambleteams_auto "1" // Server will automatically scramble the teams if criteria met. Only works on dedicated servers.
mp_scrambleteams_auto_windifference "2" // Number of round wins a team must lead by in order to trigger an auto scramble.
mp_showgestureslots "-1" // Show multiplayer client/server gesture slot information for the specified player index (-1 for no one).
mp_show_voice_icons "1" // Show overhead player voice icons when players are speaking.
mp_simulatemultiplecappers "1"
mp_stalemate_enable "0" // Enable/Disable stalemate mode.
mp_stalemate_meleeonly "0" // Restrict everyone to melee weapons only while in Sudden Death.
mp_stalemate_timelimit "240" // Timelimit (in seconds) of the stalemate round.
mp_switchteams // Switch teams and restart the game
mp_teamlist "0"
mp_teamoverride "1"
mp_teamplay "0"
mp_teams_unbalance_limit "1" // Teams are unbalanced when one team has this many more players than the other team. (0 disables check)
mp_timelimit "0" // game time per map in minutes
mp_time_between_capscoring "30" // Delay between scoring of owned capture points.
mp_tournament "0"
mp_tournament_allow_non_admin_restart "1" // Allow mp_tournament_restart command to be issued by players other than admin.
mp_tournament_restart // Restart Tournament Mode on the current level.
mp_usehwmmodels "0" // 0 = based upon GPU)
mp_usehwmvcds "0" // 0 = based upon GPU)
mp_waitingforplayers_cancel "0" // Set to 1 to end the WaitingForPlayers period.
mp_waitingforplayers_restart "0" // Set to 1 to start or restart the WaitingForPlayers period.
mp_waitingforplayers_time "0" // WaitingForPlayers time length in seconds
mp_weaponstay "0"
mp_winlimit "0" // Max score one team can reach before server changes maps
multvar // Multiply specified convar value.
muzzleflash_light "1"
myinfo // myinfo..
myinfo_bytes "128"
myinfo_debug "0"
m_customaccel "0" // Custom mouse acceleration: 0: custom accelaration disabled 1: mouse_acceleration = min(m_customaccel_max, pow(raw_mouse_delta,
m_customaccel_exponent "1" // Mouse move is raised to this power before being scaled by scale factor.
m_customaccel_max "0" // 0 for no limit
m_customaccel_scale "0" // Custom mouse acceleration value.
m_filter "0" // Mouse filtering (set this to 1 to average the mouse over 2 frames).
m_forward "1" // Mouse forward factor.
m_mouseaccel1 "0" // Windows mouse acceleration initial threshold (2x movement).
m_mouseaccel2 "0" // Windows mouse acceleration secondary threshold (4x movement).
m_mousespeed "1" // 2 to enable secondary threshold
m_pitch "0" // Mouse pitch factor.
m_rawinput "0" // Use Raw Input for mouse input.
m_side "0" // Mouse side factor.
m_yaw "0" // Mouse yaw factor.
name "0" // Current user name
nav_add_to_selected_set // Add current area to the selected set.
nav_add_to_selected_set_by_id // Add specified area id to the selected set.
nav_analyze // Re-analyze the current Navigation Mesh and save it to disk.
Garry's Mod Console Commands Part X
nav_area_bgcolor "0" // RGBA color to draw as the background color for nav areas while editing.
nav_area_max_size "50" // Max area size created in nav generation
nav_avoid // Toggles the avoid this area when possible flag used by the AI system.
nav_begin_area // drag the opposite corner to the desired location and
nav_begin_deselecting // Start continuously removing from the selected set.
nav_begin_drag_deselecting // Start dragging a selection area.
nav_begin_drag_selecting // Start dragging a selection area.
nav_begin_selecting // Start continuously adding to the selected set.
nav_begin_shift_xy // Begin shifting the Selected Set.
nav_build_ladder // Attempts to build a nav ladder on the climbable surface under the cursor.
nav_check_file_consistency // Scans the maps directory and reports any missing/out-of-date navigation files.
nav_check_floor // Updates the blocked/unblocked status for every nav area.
nav_check_stairs // Update the nav mesh STAIRS attribute
nav_chop_selected // Chops all selected areas into their component 1x1 areas
nav_clear_attribute // Remove given nav attribute from all areas in the selected set.
nav_clear_selected_set // Clear the selected set.
nav_clear_walkable_marks // Erase any previously placed walkable positions.
nav_compress_id // Re-orders area and ladder IDs so they are continuous.
nav_connect // then invoke the connect command. Note that this creates a
nav_coplanar_slope_limit "0"
nav_coplanar_slope_limit_displacement "0"
nav_corner_adjust_adjacent "18" // radius used to raise/lower corners in nearby areas when raising/lowering corners.
nav_corner_lower // Lower the selected corner of the currently marked Area.
nav_corner_place_on_ground // Places the selected corner of the currently marked Area on the ground.
nav_corner_raise // Raise the selected corner of the currently marked Area.
nav_corner_select // Select a corner of the currently marked Area. Use multiple times to access all four corners.
nav_create_area_at_feet "0" // Anchor nav_begin_area Z to editing players feet
nav_create_place_on_ground "0" // nav areas will be placed flush with the ground when created by hand.
nav_crouch // Toggles the must crouch in this area flag used by the AI system.
nav_debug_blocked "0"
nav_delete // Deletes the currently highlighted Area.
nav_delete_marked // Deletes the currently marked Area (if any).
nav_disconnect // then invoke the disconnect command. This will remove all connec
nav_disconnect_outgoing_oneways // disconnect all outgoing one-way connections.
nav_displacement_test "10000" // Checks for nodes embedded in displacements (useful for in-development maps)
nav_dont_hide // Toggles the area is not suitable for hiding spots flag used by the AI system.
nav_drag_selection_volume_zmax_offset "32" // The offset of the nav drag volume top from center
nav_drag_selection_volume_zmin_offset "32" // The offset of the nav drag volume bottom from center
nav_draw_limit "500" // The maximum number of areas to draw in edit mode
nav_dump_selected_set_positions // z) coordinates of the centers of all selected nav areas to a file.
nav_edit "0" // Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.
nav_end_area // Defines the second corner of a new Area or Ladder and creates it.
nav_end_deselecting // Stop continuously removing from the selected set.
nav_end_drag_deselecting // Stop dragging a selection area.
nav_end_drag_selecting // Stop dragging a selection area.
nav_end_selecting // Stop continuously adding to the selected set.
nav_end_shift_xy // Finish shifting the Selected Set.
nav_flood_select // use this command again.
nav_generate // Generate a Navigation Mesh for the current map and save it to disk.
nav_generate_fencetops "1" // Autogenerate nav areas on fence and obstacle tops
nav_generate_fixup_jump_areas "1" // Convert obsolete jump areas into 2-way connections
nav_generate_incremental // Generate a Navigation Mesh for the current map and save it to disk.
nav_generate_incremental_range "2000"
nav_generate_incremental_tolerance "0" // Z tolerance for adding new nav areas.
nav_gen_cliffs_approx // post-processing approximation
nav_jump // Toggles the traverse this area by jumping flag used by the AI system.
nav_ladder_flip // Flips the selected ladders direction.
nav_load // Loads the Navigation Mesh for the current map.
nav_lower_drag_volume_max // Lower the top of the drag select volume.
nav_lower_drag_volume_min // Lower the bottom of the drag select volume.
nav_make_sniper_spots // Chops the marked area into disconnected sub-areas suitable for sniper spots.
nav_mark // Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands.
nav_mark_attribute // Set nav attribute for all areas in the selected set.
nav_mark_unnamed // Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting.
nav_mark_walkable // Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate
nav_max_view_distance "6000" // Maximum range for precomputed nav mesh visibility (0 = default 1500 units)
nav_max_vis_delta_list_length "64"
nav_merge // and invoke the merge comm
nav_merge_mesh // Merges a saved selected set into the current mesh.
nav_no_hostages // Toggles the hostages cannot use this area flag used by the AI system.
nav_no_jump // Toggles the dont jump in this area flag used by the AI system.
nav_place_floodfill // and flood-fills the Place to all adjacent Areas. Flood-filli
nav_place_list // Lists all place names used in the map.
nav_place_pick // Sets the current Place to the Place of the Area under the cursor.
nav_place_replace // Replaces all instances of the first place with the second place.
nav_place_set // Sets the Place of all selected areas to the current Place.
nav_potentially_visible_dot_tolerance "0"
nav_precise // Toggles the dont avoid obstacles flag used by the AI system.
nav_quicksave "1" // Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing.
nav_raise_drag_volume_max // Raise the top of the drag select volume.
nav_raise_drag_volume_min // Raise the bottom of the drag select volume.
nav_recall_selected_set // Re-selects the stored selected set.
nav_remove_from_selected_set // Remove current area from the selected set.
nav_remove_jump_areas // replacing them with connections.
nav_run // Toggles the traverse this area by running flag used by the AI system.
nav_save // Saves the current Navigation Mesh to disk.
nav_save_selected // Writes the selected set to disk for merging into another mesh via nav_merge_mesh.
nav_selected_set_border_color "100" // Color used to draw the selected set borders while editing.
nav_selected_set_color "255" // Color used to draw the selected set background while editing.
nav_select_blocked_areas // Adds all blocked areas to the selected set
nav_select_damaging_areas // Adds all damaging areas to the selected set
nav_select_half_space // Selects any areas that intersect the given half-space.
nav_select_invalid_areas // Adds all invalid areas to the Selected Set.
nav_select_larger_than // Select nav areas where both dimensions are larger than the given size.
nav_select_obstructed_areas // Adds all obstructed areas to the selected set
nav_select_orphans // Adds all orphan areas to the selected set (highlight a valid area first).
nav_select_overlapping // Selects nav areas that are overlapping others.
nav_select_radius // Adds all areas in a radius to the selection set
nav_select_stairs // Adds all stairway areas to the selected set
nav_set_place_mode // Sets the editor into or out of Place mode. Place mode allows labelling of Area with Place names.
nav_shift // Shifts the selected areas by the specified amount
nav_show_approach_points "0" // Show Approach Points in the Navigation Mesh.
nav_show_area_info "0" // Duration in seconds to show nav area ID and attributes while editing
Garry's Mod Console Commands Part XI
nav_show_compass "0"
nav_show_continguous "0" // Highlight non-contiguous connections
nav_show_danger "0" // Show current danger levels.
nav_show_dumped_positions // z) coordinate positions of the given dump file.
nav_show_func_nav_avoid "0" // Show areas of designer-placed bot avoidance due to func_nav_avoid entities
nav_show_func_nav_prefer "0" // Show areas of designer-placed bot preference due to func_nav_prefer entities
nav_show_light_intensity "0"
nav_show_nodes "0"
nav_show_node_grid "0"
nav_show_node_id "0"
nav_show_player_counts "0" // Show current player counts in each area.
nav_show_potentially_visible "0" // Show areas that are potentially visible from the current nav area
nav_simplify_selected // Chops all selected areas into their component 1x1 areas and re-merges them together into larger areas
nav_slope_limit "0" // The ground unit normals Z component must be greater than this for nav areas to be generated.
nav_slope_tolerance "0" // The ground unit normals Z component must be this close to the nav areas Z component to be generated.
nav_snap_to_grid "0" // Snap to the nav generation grid when creating new nav areas
nav_solid_props "0" // Make props solid to nav generation/editing
nav_splice // connected area between them.
nav_split // align the split line using your cursor and invoke the split command.
nav_split_place_on_ground "0" // nav areas will be placed flush with the ground when split.
nav_stand // Toggles the stand while hiding flag used by the AI system.
nav_stop // Toggles the must stop when entering this area flag used by the AI system.
nav_store_selected_set // Stores the current selected set for later retrieval.
nav_strip // and Encounter Spots from the current Area.
nav_subdivide // Subdivides all selected areas.
nav_test_node "0"
nav_test_node_crouch "0"
nav_test_node_crouch_dir "4"
nav_test_stairs // Test the selected set for being on stairs
nav_toggle_deselecting // Start or stop continuously removing from the selected set.
nav_toggle_in_selected_set // Remove current area from the selected set.
nav_toggle_place_mode // Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names.
nav_toggle_place_painting // pointing at an Area will paint it with the current Place.
nav_toggle_selected_set // Toggles all areas into/out of the selected set.
nav_toggle_selecting // Start or stop continuously adding to the selected set.
nav_transient // Toggles the area is transient and may become blocked flag used by the AI system.
nav_unmark // Clears the marked Area or Ladder.
nav_update_blocked // Updates the blocked/unblocked status for every nav area.
nav_update_lighting // Recomputes lighting values
nav_update_visibility_on_edit "0" // If nonzero editing the mesh will incrementally recompue visibility
nav_use_place // the current Place is set.
nav_walk // Toggles the traverse this area by walking flag used by the AI system.
nav_warp_to_mark // Warps the player to the marked area.
nav_world_center // Centers the nav mesh in the world
nb_allow_avoiding "1"
nb_allow_climbing "1"
nb_allow_gap_jumping "1"
nb_blind "0" // Disable vision
nb_command // Sends a command string to all bots
nb_debug // ERRORS.
nb_debug_climbing "0"
nb_debug_filter // Add items to the NextBot debug filter. Items can be entindexes or part of the indentifier of one or more bots.
nb_debug_history "1" // each bot keeps a history of debug output in memory
nb_debug_known_entities "0" // Show the known entities for the bot that is the current spectator target
nb_delete_all // Delete all non-player NextBot entities.
nb_force_look_at // Force selected bot to look at the local players position
nb_goal_look_ahead_range "50"
nb_head_aim_resettle_angle "100" // the bot pauses to recenter its virtual mouse on its virtual mousepad
nb_head_aim_resettle_time "0" // How long the bot pauses to recenter its virtual mouse on its virtual mousepad
nb_head_aim_settle_duration "0"
nb_head_aim_steady_max_rate "100"
nb_ladder_align_range "50"
nb_last_area_update_tolerance "4" // Distance a character needs to travel in order to invalidate cached area
nb_move_to_cursor // Tell all NextBots to move to the cursor position
nb_path_draw_inc "100"
nb_path_draw_segment_count "100"
nb_path_segment_influence_radius "100"
nb_player_crouch "0" // Force bots to crouch
nb_player_move "1" // Prevents bots from moving
nb_player_move_direct "0"
nb_player_stop "0" // Stop all NextBotPlayers from updating
nb_player_walk "0" // Force bots to walk
nb_saccade_speed "1000"
nb_saccade_time "0"
nb_select // Select the bot you are aiming at for further debug operations.
nb_shadow_dist "400"
nb_speed_look_ahead_range "150"
nb_stop "0" // Stop all NextBots
nb_update_debug "0"
nb_update_framelimit "15"
nb_update_frequency "0"
nb_update_maxslide "2"
nb_warp_selected_here // Teleport the selected bot to your cursor position
net_blockmsg "0" // Discards incoming message: <0|1|name>
net_channels // Shows net channel info
net_chokeloop "0" // Apply bandwidth choke to loopback packets
net_compresspackets "1" // Use lz compression on game packets.
net_compresspackets_minsize "128" // Dont bother compressing packets below this size.
net_compressvoice "0" // Attempt to compress out of band voice payloads (360 only).
net_drawslider "0" // Draw completion slider during signon
net_droppackets "0" // Drops next n packets on client
net_fakejitter "0" // Jitter fakelag packet time
net_fakelag "0" // Lag all incoming network data (including loopback) by this many milliseconds.
net_fakeloss "0" // Simulate packet loss as a percentage (negative means drop 1/n packets)
net_graph "0" // = 3 draws payload legend.
net_graphheight "64" // Height of netgraph panel
net_graphmsecs "400" // The latency graph represents this many milliseconds.
net_graphpos "1"
net_graphproportionalfont "1" // Determines whether netgraph font is proportional or not
net_graphshowinterp "1" // Draw the interpolation graph.
net_graphshowlatency "1" // Draw the ping/packet loss graph.
net_graphsolid "1"
net_graphtext "1" // Draw text fields
net_maxcleartime "4" // Max # of seconds we can wait for next packets to be sent based on rate setting (0 == no limit).
net_maxfilesize "16" // Maximum allowed file size for uploading in MB
net_maxfragments "1260" // Max fragment bytes per packet
net_maxpacketdrop "5000" // Ignore any packets with the sequence number more than this ahead (0 == no limit)
net_maxroutable "1260" // Requested max packet size before packets are split.
net_queued_packet_thread "1" // Use a high priority thread to send queued packets out instead of sending them each frame.
net_queue_trace "0"
net_scale "5"
net_showdrop "0" // Show dropped packets in console
net_showevents "0" // 2=all).
net_showfragments "0" // Show netchannel fragments
net_showmsg "0" // Show incoming message: <0|1|name>
net_showpeaks "0" // Show messages for large packets only: <size>
net_showsplits "0" // Show info about packet splits
net_showtcp "0" // Dump TCP stream summary to console
net_showudp "0" // Dump UDP packets summary to console
net_showudp_wire "0" // Show incoming packet information
net_splitpacket_maxrate "15000" // Max bytes per second when queueing splitpacket chunks
net_splitrate "1" // Number of fragments for a splitpacket that can be sent per frame
net_start // Inits multiplayer network sockets
net_status // Shows current network status
net_udp_rcvbuf "131072" // Default UDP receive buffer size
net_usesocketsforloopback "0" // Use network sockets layer even for listen server local players packets (multiplayer only).
next "0" // Set to 1 to advance to next frame ( when singlestep == 1 )
nextdemo // Play next demo in sequence.
nextlevel "0" // will change to this map during the next changelevel
noclip
notarget // Toggle. Player becomes hidden to NPCs.
npc_ally_deathmessage "1"
npc_ammo_deplete // Subtracts half of the targets ammo
npc_barnacle_swallow "0" // Use prototype swallow code.
npc_bipass // s
Garry's Mod Console Commands Part XII
npc_citizen_auto_player_squad "1"
npc_citizen_auto_player_squad_allow_use "0"
npc_citizen_dont_precache_all "1"
npc_citizen_explosive_resist "0"
npc_citizen_insignia "0"
npc_citizen_medic_emit_sound "1"
npc_citizen_squad_marker "0"
npc_combat // Displays text debugging information about the squad and enemy of the selected NPC (See Overlay Text) Arguments: {npc_name}
npc_conditions // Displays all the current AI conditions that an NPC has in the overlay text. Arguments: {npc_name} / {npc class_name} / no a
npc_create // Creates an NPC of the given type where the player is looking (if the given NPC can actually stand at that location). Note that
npc_create_aimed // Creates an NPC aimed away from the player of the given type where the player is looking (if the given NPC can actually stand at
npc_create_equipment "0"
npc_destroy // Removes the given NPC(s) from the universe Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looki
npc_destroy_unselected // Removes all NPCs from the universe that arent currently selected
npc_enemies // Shows memory of NPC. Draws an X on top of each memory. Eluded entities drawn in blue (dont know where it went) Unreachable
npc_focus // Displays red line to NPCs enemy (if has one) and blue line to NPCs target entity (if has one) Arguments: {npc_name} / {np
npc_freeze // uses the NPC under the crosshair. Arguments
npc_freeze_unselected // Freeze all NPCs not selected
npc_go // Selected NPC(s) will go to the location that the player is looking (shown with a purple box) Arguments: -none-
npc_go_do_run "1" // Set whether should run on NPC go
npc_go_random // Sends all selected NPC(s) to a random node. Arguments: -none-
npc_heal // Heals the target back to full health
npc_height_adjust "1" // Enable test mode for ik height adjustment
npc_kill // Kills the given NPC(s) Arguments: {npc_name} / {npc_class_name} / no argument picks what player is looking at
npc_nearest // Draws a while box around the NPC(s) nearest node Arguments: {entity_name} / {class_name} / no argument picks what player i
npc_relationships // Displays the relationships between this NPC and all others. Arguments: {entity_name} / {class_name} / no argument picks wha
npc_reset // Reloads schedules for all NPCs from their script files Arguments: -none-
npc_route // Displays the current route of the given NPC as a line on the screen. Waypoints along the route are drawn as small cyan rectang
npc_select // Select or deselects the given NPC(s) for later manipulation. Selected NPCs are shown surrounded by a red translucent box Arg
npc_sentences "0"
npc_squads // Obsolete. Replaced by npc_combat
npc_steering // Displays the steering obstructions of the NPC (used to perform local avoidance) Arguments: {entity_name} / {class_name} / n
npc_steering_all // Displays the steering obstructions of all NPCs (used to perform local avoidance)
npc_strider_height_adj "0"
npc_strider_shake_ropes_magnitude "150"
npc_strider_shake_ropes_radius "1200"
npc_tasks // Displays detailed text debugging information about the all the tasks of the selected NPC current schedule (See Overlay Text) A
npc_task_text // Outputs text debugging information to the console about the all the tasks + break conditions of the selected NPC current schedu
npc_teleport // Selected NPC will teleport to the location that the player is looking (shown with a purple box) Arguments: -none-
npc_thinknow // Trigger NPC to think
npc_viewcone // Displays the viewcone of the NPC (where they are currently looking and what the extents of there vision is) Arguments: {ent
npc_vphysics "0"
old_radiusdamage "0"
option_duck_method "1"
option_duck_method_default "1"
opt_EnumerateLeavesFastAlgorithm "1" // Use the new SIMD version of CEngineBSPTree::EnumerateLeavesInBox.
overview_alpha "1" // Overview map translucency.
overview_health "1" // Show players health in map overview.
overview_locked "1" // doesnt follow view angle.
overview_mode // large: <0|1|2>
overview_names "1" // Show players names in map overview.
overview_tracks "1" // Show players tracks in map overview.
overview_zoom // Sets overview map zoom: <zoom> [<time>] [rel]
particle_simulateoverflow "0" // Used for stress-testing particle systems. Randomly denies creation of particles.
particle_sim_alt_cores "2"
particle_test_attach_attachment "0" // Attachment index for attachment mode
particle_test_attach_mode "0" // follow_origin
particle_test_file "0" // Name of the particle system to dynamically spawn
particle_test_start // particle_test_attach_mode and particl
particle_test_stop // Stops all particle systems on the selected entities. Arguments: {entity_name} / {class_name} / no argument picks what playe
password "0" // Current server access password
path // Show the engine filesystem path.
pause // Toggle the server pause state.
perfui // Show/hide the level performance tools UI.
perfvisualbenchmark
perfvisualbenchmark_abort
phonemedelay "0" // Phoneme delay to account for sound system latency.
phonemefilter "0" // Time duration of box filter to pass over phonemes.
phonemesnap "2" // regardless of duration.
physcannon_ball_cone "0"
physcannon_chargetime "2"
physcannon_cone "0"
physcannon_maxforce "1500"
physcannon_maxmass "250"
physcannon_mega_enabled "0"
physcannon_minforce "700"
physcannon_pullforce "4000"
physcannon_tracelength "250"
physgun_DampingFactor "0"
physgun_drawbeams "1"
physgun_limited "0"
physgun_maxAngular "5000"
physgun_maxAngularDamping "10000"
physgun_maxSpeed "5000"
physgun_maxSpeedDamping "10000"
physgun_rotation_sensitivity "0" // The sensitivity of rotation.
physgun_teleportDistance "0"
physgun_timeToArrive "0"
physgun_timeToArriveRagdoll "0"
physicsshadowupdate_render "0"
physics_budget // Times the cost of each active object
physics_constraints // Highlights constraint system graph for an entity
physics_debug_entity // Dumps debug info for an entity
physics_highlight_active // Turns on the absbox for all active physics objects
physics_report_active // Lists all active physics objects
physics_select // Dumps debug info for an entity
phys_impactforcescale "1"
phys_penetration_error_time "10" // Controls the duration of vphysics penetration error boxes.
phys_pushscale "1"
phys_speeds "0"
phys_spinspeed "200"
phys_stressbodyweights "5"
phys_swap // Automatically swaps the current weapon for the physcannon and back again.
phys_timescale "1" // Scale time for physics
phys_upimpactforcescale "0"
picker // pivot and debugging text is displayed for whatever entity the play
ping // Display ping to server.
pipeline_static_props "1"
pistol_use_new_accuracy "1"
pixelvis_debug // Dump debug info
play // Play a sound.
playdemo // Play a recorded demo file (.dem ).
player_debug_print_damage "0" // print amount and type of all damage received by player to console.
player_limit_jump_speed "1"
player_old_armor "0"
player_showpredictedposition "0"
player_showpredictedposition_timestep "1"
player_squad_autosummon_debug "0"
player_squad_autosummon_move_tolerance "20"
player_squad_autosummon_player_tolerance "10"
player_squad_autosummon_time "5"
player_squad_autosummon_time_after_combat "8"
player_squad_double_tap_time "0"
player_squad_transient_commands "1"
player_throwforce "1000"
playflush // reloading from disk in case of changes.
playgamesound // Play a sound from the game sounds txt file
playsoundscape // Forces a soundscape to play
playvideo // Plays a video: <filename> [width height]
playvideo_exitcommand // Plays a video and fires and exit command when it is stopped or finishes: <filename> <exit command>
playvol // Play a sound at a specified volume.
plugin_pause // plugin_pause <index> : pauses a loaded plugin
plugin_pause_all // pauses all loaded plugins
plugin_print // Prints details about loaded plugins
plugin_unload // plugin_unload <index> : unloads a plugin
plugin_unpause // plugin_unpause <index> : unpauses a disabled plugin
plugin_unpause_all // unpauses all disabled plugins
Garry's Mod Console Commands Part XIIV
print_colorcorrection // Display the color correction layer information.
progress_enable
props_break_max_pieces "-1" // Maximum prop breakable piece count (-1 = model default)
props_break_max_pieces_perframe "-1" // Maximum prop breakable piece count per frame (-1 = model default)
prop_active_gib_limit "999999"
prop_active_gib_max_fade_time "999999"
prop_crosshair // Shows name for prop looking at
prop_debug // props will show colorcoded bounding boxes. Red means ignore all damage. White means respond phys
prop_dynamic_create // Creates a dynamic prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}
prop_physics_create // Creates a physics prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}
pwatchent "-1" // Entity to watch for prediction system changes.
pwatchvar "0" // Entity variable to watch in prediction system for changes.
pyro_max_intensity "0"
pyro_max_rate "0"
pyro_max_side_length "0"
pyro_max_side_width "0"
pyro_min_intensity "0"
pyro_min_rate "0"
pyro_min_side_length "0"
pyro_min_side_width "0"
pyro_vignette "2"
pyro_vignette_distortion "1"
quit // Exit the engine.
ragdoll_sleepaftertime "5" // the ragdoll will go to sleep.
rate "30000" // Max bytes/sec the host can receive data
rcon // Issue an rcon command.
rcon_address "0" // Address of remote server if sending unconnected rcon commands (format x.x.x.x:p)
rcon_password "0" // remote console password.
recompute_speed // Recomputes clock speed (for debugging purposes).
record // Record a demo.
refresh_options_dialog // Refresh the options dialog.
reload // Reload the most recent saved game (add setpos to jump to current view position on reload).
reload_materials "0"
reload_postprocess // Reload the post process scripts
removeid // Remove a user ID from the ban list.
removeip // Remove an IP address from the ban list.
replay_debug "0"
replay_ignorereplayticks "0"
report_entities // Lists all entities
report_simthinklist // Lists all simulating/thinking entities
report_soundpatch // reports sound patch count
report_soundpatch // reports sound patch count
report_touchlinks // Lists all touchlinks
respawn_entities // Respawn all the entities in the map.
restart // Restart the game on the same level (add setpos to jump to current view position on restart).
retry // Retry connection to last server.
room_type "0"
rope_averagelight "1" // Makes ropes use average of cubemap lighting instead of max intensity.
rope_collide "1" // Collide rope with the world
rope_rendersolid "1"
rope_shake "0"
rope_smooth "1" // Do an antialiasing effect on ropes
rope_smooth_enlarge "1" // How much to enlarge ropes in screen space for antialiasing effect
rope_smooth_maxalpha "0" // Alpha for rope antialiasing effect
rope_smooth_maxalphawidth "1"
rope_smooth_minalpha "0" // Alpha for rope antialiasing effect
rope_smooth_minwidth "0" // this is the min screenspace width it lets a rope shrink to
rope_solid_maxalpha "1"
rope_solid_maxwidth "1"
rope_solid_minalpha "0"
rope_solid_minwidth "0"
rope_subdiv "2" // Rope subdivision amount
rope_wind_dist "1000" // Dont use CPU applying small wind gusts to ropes when theyre past this distance.
rr_debugresponses "0" // it will only show response success/failure for np
rr_debugrule "0" // that rules score will be shown whenever a concept is passed into the response rules system.
rr_debug_qa "0" // Set to 1 to see debug related to the Question & Answer system used to create conversations between allied NPCs.
rr_dumpresponses "0" // Dump all response_rules.txt and rules (requires restart)
rr_reloadresponsesystems // Reload all response system scripts.
r_3dnow // Enable/disable 3DNow code
r_3dsky "1" // Enable the rendering of 3d sky boxes
r_AirboatPitchCurveLinear "60"
r_AirboatPitchCurveZero "25"
r_AirboatRollCurveLinear "120"
r_AirboatRollCurveZero "90"
r_AirboatViewBlendTo "1"
r_AirboatViewBlendToScale "0"
r_AirboatViewBlendToTime "1"
r_ambientboost "1" // Set to boost ambient term if it is totally swamped by local lights
r_ambientfactor "5" // Boost ambient cube by no more than this factor
r_ambientfraction "0" // Fraction of direct lighting that ambient cube must be below to trigger boosting
r_ambientlightingonly "0" // Set this to 1 to light models with only ambient lighting (and no static lighting).
r_ambientmin "0" // Threshold above which ambient cube will not boost (i.e. its already sufficiently bright
r_aspectratio "0"
r_avglight "1"
r_avglightmap "0"
r_bloomtintb "0"
r_bloomtintexponent "2"
r_bloomtintg "0"
r_bloomtintr "0"
r_cheapwaterend
r_cheapwaterstart
r_cleardecals // Usage r_cleardecals <permanent>.
r_ClipAreaPortals "1"
r_colorstaticprops "0"
r_debugcheapwater "0"
r_debugrandomstaticlighting "0" // Set to 1 to randomize static lighting for debugging. Must restart for change to take affect.
r_decals "2048"
r_decalstaticprops "1" // Decal static props test
r_decal_cover_count "4"
r_decal_cullsize "5"
r_decal_overlap_area "0"
r_decal_overlap_count "3"
r_depthoverlay "0" // Replaces opaque objects with their grayscaled depth values. r_showz_power scales the output.
r_DispBuildable "0"
r_DispDrawAxes "0"
r_DispWalkable "0"
r_dopixelvisibility "1"
r_drawbatchdecals "1" // Render decals batched.
r_DrawBeams "1" // 2=Wireframe
r_drawbrushmodels "1" // 2=Wireframe
r_drawclipbrushes "0" // purple=NPC)
r_drawdecals "1" // Render decals.
r_drawdetailprops "1" // 2=Wireframe
r_DrawDisp "1" // Toggles rendering of displacment maps
r_drawentities "1"
r_drawflecks "1"
r_drawfuncdetail "1" // Render func_detail
r_drawleaf "-1" // Draw the specified leaf.
r_drawlightcache "0" // 0: off 1: draw light cache entries 2: draw rays
r_drawlightinfo "0"
r_drawlights "0"
r_drawmodeldecals "1"
r_DrawModelLightOrigin "0"
r_drawmodelstatsoverlay "0"
r_drawmodelstatsoverlaydistance "500"
r_drawmodelstatsoverlaymax "1" // time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2
r_drawmodelstatsoverlaymin "0" // time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2
r_drawopaquerenderables "1"
r_drawopaquestaticpropslast "0" // Whether opaque static props are rendered after non-npcs
r_drawopaqueworld "1"
r_drawothermodels "1" // 2=Wireframe
r_drawparticles "1" // Enable/disable particle rendering
r_drawpixelvisibility "0" // Show the occlusion proxies
r_DrawPortals "0"
r_DrawRain "1" // Enable/disable rain rendering.
r_drawrenderboxes "0"
r_drawropes "1"
r_drawskybox "1"
r_DrawSpecificStaticProp "-1"
r_drawsprites "1"
r_drawstaticprops "1" // 2=Wireframe
r_drawtranslucentrenderables "1"
r_drawtranslucentworld "1"
r_drawvgui "1" // Enable the rendering of vgui panels
r_drawviewmodel "1"
r_drawworld "1" // Render the world.
r_dscale_basefov "90"
r_dscale_fardist "2000"
r_dscale_farscale "4"
r_dscale_neardist "100"
r_dscale_nearscale "1"
r_dynamic "1"
r_dynamiclighting "1"
r_emulategl "0"
r_entityclips "1"
r_eyeglintlodpixels "20" // The number of pixels wide an eyeball has to be before rendering an eyeglint. Is a floating point value.
r_eyemove "1"
r_eyes "1"
r_eyeshift_x "0"
r_eyeshift_y "0"
r_eyeshift_z "0"
r_eyesize "0"
r_eyewaterepsilon "10"
r_farz "30000" // Override the far clipping plane. -1 means to use the value in env_fog_controller.
r_fastzreject "0" // Activate/deactivates a fast z-setting algorithm to take advantage of hardware with fast z reject. Use -1 to default to hardware
r_fastzrejectdisp "0" // Activates/deactivates fast z rejection on displacements (360 only). Only active when r_fastzreject is on.
r_flashlightambient "0"
r_flashlightclip "0"
r_flashlightconstant "0"
r_flashlightculldepth "1"
r_flashlightdepthres "1024"
r_flashlightdepthtexture "1"
r_flashlightdrawclip "0"
r_flashlightdrawdepth "0"
r_flashlightdrawfrustum "0"
r_flashlightdrawfrustumbbox "0"
r_flashlightdrawsweptbbox "0"
r_flashlightfar "750"
r_flashlightfov "45"
r_flashlightladderdist "40"
r_flashlightlinear "100"
Garry's Mod Console Commands Part XIV
r_flashlightlockposition "0"
r_flashlightmodels "1"
r_flashlightnear "4"
r_flashlightnodraw "0"
r_flashlightoffsetx "10"
r_flashlightoffsety "-20"
r_flashlightoffsetz "24"
r_flashlightquadratic "0"
r_flashlightrender "1"
r_flashlightrendermodels "1"
r_flashlightrenderworld "1"
r_flashlightscissor "0"
r_flashlightshadowatten "0"
r_flashlightupdatedepth "1"
r_flashlightvisualizetrace "0"
r_flex "1"
r_flushlod // Flush and reload LODs.
r_ForceWaterLeaf "1" // Enable for optimization to water - considers view in leaf under water for purposes of culling
r_frustumcullworld "1"
r_glint_alwaysdraw "0"
r_glint_procedural "0"
r_hunkalloclightmaps "0"
r_hwmorph "1"
r_itemblinkmax "0"
r_itemblinkrate "4"
r_JeepFOV "90"
r_JeepViewBlendTo "0"
r_JeepViewBlendToScale "0"
r_JeepViewBlendToTime "1"
r_lightaverage "1" // Activates/deactivate light averaging
r_lightcachecenter "1"
r_lightcachemodel "-1"
r_lightcache_numambientsamples "162" // number of random directions to fire rays when computing ambient lighting
r_lightcache_zbuffercache "0"
r_lightinterp "5" // 0 turns off interpolation
r_lightmap "-1"
r_lightstyle "-1"
r_lightwarpidentity "0"
r_lockpvs "0" // Lock the PVS so you can fly around and inspect what is being drawn.
r_lod "-1"
r_mapextents "16384" // Set the max dimension for the map. This determines the far clipping plane
r_maxdlights "32"
r_maxmodeldecal "50"
r_maxnewsamples "6"
r_maxsampledist "128"
r_minnewsamples "3"
r_modelwireframedecal "0"
r_newflashlight "1"
r_nohw "0"
r_norefresh "0"
r_nosw "0"
r_novis "0" // Turn off the PVS.
r_occludeemaxarea "0" // Prevents occlusion testing for entities that take up more than X% of the screen. 0 means use whatever the level said to use.
r_occluderminarea "0" // Prevents this occluder from being used if it takes up less than X% of the screen. 0 means use whatever the level said to use.
r_occludermincount "0" // no matter how big they are.
r_occlusion "1" // Activate/deactivate the occlusion system.
r_occlusionspew "0" // Activate/deactivates spew about what the occlusion system is doing.
r_oldlightselection "0" // Set this to revert to HL2s method of selecting lights
r_overlayfadeenable "0"
r_overlayfademax "2000"
r_overlayfademin "1750"
r_overlaywireframe "0"
r_particle_sim_spike_threshold_ms "5"
r_partition_level "-1" // Displays a particular level of the spatial partition system. Use -1 to disable it.
r_PhysPropStaticLighting "1"
r_pixelfog "1"
r_pixelvisibility_partial "1"
r_pixelvisibility_spew "0"
r_pix_recordframes "0"
r_pix_start "0"
r_portalsopenall "0" // Open all portals
r_PortalTestEnts "1" // Clip entities against portal frustums.
r_printdecalinfo
r_projectedtexture_filter "1"
r_proplightingfromdisk "1" // 2=Show Errors
r_proplightingpooling "-1" // 1 - static prop color meshes are allocated from a single shared vertex buffer (on hardware that supports stream offset
r_propsmaxdist "1200" // Maximum visible distance
r_queued_decals "0" // Offloads a bit of decal rendering setup work to the material system queue when enabled.
r_queued_post_processing "0"
r_queued_ropes "1"
r_radiosity "4" // 0: no radiosity 1: radiosity with ambient cube (6 samples) 2: radiosity with 162 samples 3: 162 samples for static props, 6 sam
r_rainalpha "0"
r_rainalphapow "0"
r_raindensity "0"
r_RainHack "0"
r_rainlength "0"
r_RainProfile "0" // Enable/disable rain profiling.
r_RainRadius "1500"
r_RainSideVel "130" // How much sideways velocity rain gets.
r_RainSimulate "1" // Enable/disable rain simulation.
r_rainspeed "600"
r_RainSplashPercentage "20"
r_rainwidth "0"
r_randomflex "0"
r_renderoverlayfragment "1"
r_rimlight "1"
r_rootlod "0" // Root LOD
r_ropetranslucent "1"
r_screenfademaxsize "0"
r_screenfademinsize "0"
r_screenoverlay // Draw specified material as an overlay
r_sequence_debug "0"
r_shader_srgb "0" // -1 = use hardware caps. 0 = use hardware srgb. 1 = use shader srgb(software lookup)
r_shadowangles // Set shadow angles
r_shadowblobbycutoff // some shadow stuff
r_shadowcolor // Set shadow color
r_shadowdir // Set shadow direction
r_shadowdist // Set shadow distance
r_shadowids "0"
r_shadowmaxrendered "32"
r_shadowrendertotexture "1"
r_shadows "1"
r_shadows_gamecontrol "-1"
r_shadowwireframe "0"
r_showenvcubemap "0"
r_ShowViewerArea "0"
r_showz_power "1"
r_skin "0"
r_skybox "1" // Enable the rendering of sky boxes
r_snapportal "-1"
r_SnowColorBlue "200" // Snow.
r_SnowColorGreen "175" // Snow.
r_SnowColorRed "150" // Snow.
r_SnowDebugBox "0" // Snow Debug Boxes.
r_SnowEnable "1" // Snow Enable
r_SnowEndAlpha "255" // Snow.
r_SnowEndSize "0" // Snow.
r_SnowFallSpeed "1" // Snow fall speed scale.
r_SnowInsideRadius "256" // Snow.
r_SnowOutsideRadius "1024" // Snow.
r_SnowParticles "500" // Snow.
r_SnowPosScale "1" // Snow.
r_SnowRayEnable "1" // Snow.
r_SnowRayLength "8192" // Snow.
r_SnowRayRadius "256" // Snow.
r_SnowSpeedScale "1" // Snow.
r_SnowStartAlpha "25" // Snow.
r_SnowStartSize "1" // Snow.
r_SnowWindScale "0" // Snow.
r_SnowZoomOffset "384" // Snow.
r_SnowZoomRadius "512" // Snow.
r_spray_lifetime "2" // Number of rounds player sprays are visible
r_sse2 // Enable/disable SSE2 code
r_sse_s "1" // sse ins for particle sphere create
r_staticpropinfo "0"
r_staticprop_lod "-1"
r_studio_stats "0"
r_studio_stats_lock "0" // Lock the current studio stats entity selection
r_studio_stats_mode "0" // Sets a mode for r_studio_stats. Modes are as follows: 0 = Entity under your crosshair 1 = Weapon held by player under your cr
r_swingflashlight "1"
r_teeth "1"
r_threaded_client_shadow_manager "0"
r_threaded_particles "1"
r_threaded_renderables "0"
r_unloadlightmaps "0"
r_updaterefracttexture "1"
r_vehicleBrakeRate "1"
r_VehicleViewClamp "1"
r_VehicleViewDampen "0"
r_visambient "0" // Draw leaf ambient lighting samples. Needs mat_leafvis 1 to work
r_visocclusion "0" // Activate/deactivate wireframe rendering of what the occlusion system is doing.
r_visualizelighttraces "0"
r_visualizelighttracesshowfulltrace "0"
r_visualizeproplightcaching "0"
r_visualizetraces "0"
r_WaterDrawReflection "1" // Enable water reflection
r_WaterDrawRefraction "1" // Enable water refraction
r_waterforceexpensive "1"
r_waterforcereflectentities "0"
r_worldlightmin "0"
r_worldlights "4" // number of world lights to use per vertex
r_worldlistcache "1"
save // Saves current game.
save_async "1"
save_asyncdelay "0" // adds this many milliseconds of delay to the save operation.
save_console "0" // Autosave on the PC behaves like it does on the consoles.
save_disable "0"
save_finish_async
save_history_count "1" // Keep this many old copies in history of autosaves and quicksaves.
save_huddelayframes "1" // Number of frames to defer for drawing the Saving message.
save_in_memory "0" // Set to 1 to save to memory instead of disk (Xbox 360)
save_noxsave "0"
save_screenshot "1" // 2 = always
save_spew "0"
say // Display player message
say_team // Display player message to team
sbox_godmode "1"
sbox_maxballoons "20"
sbox_maxbuttons "50"
sbox_maxdynamite "10"
sbox_maxeffects "50"
sbox_maxemitters "20"
sbox_maxhoverballs "50"
sbox_maxlamps "5"
sbox_maxlights "5"
sbox_maxnpcs "0"
sbox_maxprops "100"
sbox_maxragdolls "2"
sbox_maxsents "512"
sbox_maxspawners "2"
sbox_maxthrusters "50"
sbox_maxturrets "4"
sbox_maxvehicles "3"
sbox_maxwheels "50"
sbox_noclip "1"
sbox_plpldamage "1"
sbox_weapons "1"
sb_mod_suggested_maxplayers "0"
sb_quick_list_bit_field "-1"
sb_showblacklists "0" // blacklist rules will be printed to the console as theyre applied.
scene_async_prefetch_spew "0" // Display async .ani file loading info.
scene_clamplookat "1" // Clamp head turns to a max of 20 degrees per think.
scene_clientflex "1" // Do client side flex animation.
scene_flatturn "1"
scene_flush // Flush all .vcds from the cache and reload from disk.
scene_forcecombined "0" // force use of combined .wav files even in english.
scene_maxcaptionradius "1200" // Only show closed captions if recipient is within this many units of speaking actor (0==disabled).
Garry's Mod Console Commands Part XV
scene_print "0" // print timing and event info to console.
scene_showfaceto "0" // show the directions of faceto events.
scene_showlook "0" // show the directions of look events.
scene_showmoveto "0" // show the end location.
scene_showunlock "0" // Show when a vcd is playing but normal AI is running.
SchoolMe
screenshot // Take a screenshot.
scr_centertime "2"
sd
se
sensitivity "10" // Mouse sensitivity.
servercfgfile "0"
server_game_time // Gives the game time in seconds (servers curtime)
setang // Snap player eyes to specified pitch yaw <roll:optional> (must have sv_cheats).
setang_exact // Snap player eyes and orientation to specified pitch yaw <roll:optional> (must have sv_cheats).
setinfo // Adds a new user info value
setpause // Set the pause state of the server.
setpos // Move player to specified origin (must have sv_cheats).
setpos_exact // Move player to an exact specified origin (must have sv_cheats).
shake // Shake the screen.
shake_show "0" // Displays a list of the active screen shakes.
shake_stop // Stops all active screen shakes.
showbudget_texture "0" // Enable the texture budget panel.
showbudget_texture_global_dumpstats // Dump all items in +showbudget_texture_global in a text form
showbudget_texture_global_sum "256"
showconsole // Show the console.
showhitlocation "0"
showinfo // Shows a info panel: <type> <title> <message> [<command number>]
showpanel // Shows a viewport panel <name>
showparticlecounts "0" // Display number of particles drawn per frame
showschemevisualizer // fonts and colors for a particular scheme. The default is ClientScheme.res
showsniperdist "0"
showsniperlines "0"
showtriggers "0" // Shows trigger brushes
showtriggers_toggle // Toggle show triggers
simple_bot_add // Add a simple bot.
singlestep "0" // Run engine in single step mode ( set next to 1 to advance a frame )
skill "1" // Game skill level (1-3).
sk_advisor_health "0"
sk_airboat_drain_rate "10"
sk_airboat_max_ammo "100"
sk_airboat_recharge_rate "15"
sk_allow_autoaim "1"
sk_ally_regen_time "0" // Time taken for an ally to regenerate a point of health.
sk_ammo_qty_scale1 "1"
sk_ammo_qty_scale2 "1"
sk_ammo_qty_scale3 "0"
sk_antlionguard_dmg_charge "0"
sk_antlionguard_dmg_shove "0"
sk_antlionguard_health "0"
sk_antlion_air_attack_dmg "0"
sk_antlion_health "0"
sk_antlion_jump_damage "0"
sk_antlion_swipe_damage "0"
sk_antlion_worker_burst_damage "50" // How much damage is inflicted by an antlion workers death explosion.
sk_antlion_worker_burst_radius "160" // Effect radius of an antlion workers death explosion.
sk_antlion_worker_health "60" // will use base antlion hitpoints.
sk_antlion_worker_spit_grenade_dmg "20" // Total damage done by an individual antlion worker loogie.
sk_antlion_worker_spit_grenade_poison_ratio "0" // Percentage of an antlion workers spit damage done as poison (which regenerates)
sk_antlion_worker_spit_grenade_radius "40" // Radius of effect for an antlion worker spit grenade.
sk_antlion_worker_spit_speed "600" // Speed at which an antlion spit grenade travels.
sk_apc_health "750"
sk_apc_missile_damage "15"
sk_autoaim_mode "1"
sk_autoaim_scale1 "1"
sk_autoaim_scale2 "1"
sk_auto_reload_time "3"
sk_barnacle_health "0"
sk_barney_health "0"
sk_battery "0"
sk_bullseye_health "0"
sk_bullsquid_dmg_bite "0"
sk_bullsquid_dmg_whip "0"
sk_bullsquid_health "0"
sk_citizen_giveammo_player_delay "10"
sk_citizen_health "0"
sk_citizen_heal_ally "30"
sk_citizen_heal_ally_delay "20"
sk_citizen_heal_ally_min_pct "0"
sk_citizen_heal_player "25"
sk_citizen_heal_player_delay "25"
sk_citizen_heal_player_min_forced "10"
sk_citizen_heal_player_min_pct "0"
sk_citizen_player_stare_dist "72"
sk_citizen_player_stare_time "1"
sk_citizen_stare_heal_time "5"
sk_combineball_guidefactor "0"
sk_combineball_seek_angle "15"
sk_combineball_seek_kill "0"
sk_combine_ball_search_radius "512"
sk_combine_guard_health "0"
sk_combine_guard_kick "0"
sk_combine_s_health "0"
sk_combine_s_kick "0"
sk_controller_dmgball "3"
sk_controller_dmgzap "15"
sk_controller_health "60"
sk_controller_speedball "650"
sk_crowbar_lead_time "0"
sk_crow_health "1"
sk_crow_melee_dmg "0"
sk_dmg_homer_grenade "0"
sk_dmg_inflict_scale1 "1"
sk_dmg_inflict_scale2 "1"
sk_dmg_inflict_scale3 "0"
sk_dmg_pathfollower_grenade "0"
sk_dmg_sniper_penetrate_npc "0"
sk_dmg_sniper_penetrate_plr "0"
sk_dmg_take_scale1 "0"
sk_dmg_take_scale2 "1"
sk_dmg_take_scale3 "1"
sk_dropship_container_health "750"
sk_dynamic_resupply_modifier "1"
sk_env_headcrabcanister_shake_amplitude "50"
sk_env_headcrabcanister_shake_radius "1024"
sk_env_headcrabcanister_shake_radius_vehicle "2500"
sk_fraggrenade_radius "0"
sk_gargantua_dmg_fire "3"
sk_gargantua_dmg_slash "10"
sk_gargantua_dmg_stomp "50"
sk_gargantua_health "800"
sk_grubnugget_enabled "1"
sk_grubnugget_health_large "6"
sk_grubnugget_health_medium "4"
sk_grubnugget_health_small "1"
sk_gunship_burst_dist "768"
sk_gunship_burst_min "800"
sk_gunship_burst_size "15"
sk_gunship_health_increments "0"
sk_hassassin_health "50"
sk_headcrab_dmg_bite "10"
sk_headcrab_fast_health "0"
sk_headcrab_health "0"
sk_headcrab_melee_dmg "0"
sk_headcrab_poison_health "0"
sk_headcrab_poison_npc_damage "0"
sk_healthcharger "0"
sk_healthkit "0"
sk_healthvial "0"
sk_helicopter_burstcount "12" // the longer the firing is
sk_helicopter_drone_speed "450" // How fast does the zapper drone move?
sk_helicopter_firingcone "20" // The angle in degrees of the cone in which the shots will be fired
sk_helicopter_grenadedamage "25" // The amount of damage the helicopter grenade deals.
sk_helicopter_grenadeforce "55000" // The physics force that the helicopter grenade exerts.
sk_helicopter_grenaderadius "275" // The damage radius of the helicopter grenade.
sk_helicopter_grenade_puntscale "1" // scale its velocity by this much.
sk_helicopter_health "5600"
sk_helicopter_num_bombs1 "3"
sk_helicopter_num_bombs2 "5"
sk_helicopter_num_bombs3 "5"
sk_helicopter_roundsperburst "5" // How many shots to fire in a single burst
sk_homer_grenade_radius "0"
sk_hunter_buckshot_damage_scale "0"
sk_hunter_bullet_damage_scale "0"
sk_hunter_charge_damage_scale "2"
sk_hunter_citizen_damage_scale "0"
sk_hunter_dmg_charge "20"
sk_hunter_dmg_flechette "4"
sk_hunter_dmg_from_striderbuster "150"
sk_hunter_dmg_one_slash "20"
sk_hunter_flechette_explode_dmg "12"
sk_hunter_flechette_explode_radius "128"
sk_hunter_health "210"
sk_hunter_vehicle_damage_scale "2"
sk_ichthyosaur_health "0"
sk_ichthyosaur_melee_dmg "0"
sk_islave_dmg_claw "8"
sk_islave_dmg_clawrake "25"
sk_islave_dmg_zap "15"
sk_jeep_gauss_damage "15"
sk_manhack_health "0"
sk_manhack_melee_dmg "0"
sk_manhack_v2 "1"
sk_max_357 "0"
sk_max_alyxgun "0"
sk_max_ar2 "0"
sk_max_ar2_altfire "0"
sk_max_buckshot "0"
sk_max_crossbow "0"
sk_max_gauss_round "0"
sk_max_grenade "0"
sk_max_pistol "0"
sk_max_rpg_round "0"
sk_max_smg1 "0"
sk_max_smg1_grenade "0"
sk_max_sniper_round "0"
sk_metropolice_health "0"
sk_metropolice_simple_health "26"
sk_metropolice_stitch_along_hitcount "2"
sk_metropolice_stitch_at_hitcount "1"
sk_metropolice_stitch_behind_hitcount "3"
sk_metropolice_stitch_distance "1000"
sk_metropolice_stitch_reaction "1"
sk_metropolice_stitch_tight_hitcount "2"
sk_nihilanth_health "800"
sk_nihilanth_zap "30"
sk_npc_arm "1"
sk_npc_chest "1"
sk_npc_dmg_357 "0"
sk_npc_dmg_airboat "0"
sk_npc_dmg_alyxgun "0"
sk_npc_dmg_ar2 "0"
sk_npc_dmg_buckshot "0"
sk_npc_dmg_combineball "15"
sk_npc_dmg_crossbow "0"
sk_npc_dmg_crowbar "0"
sk_npc_dmg_dropship "5" // Dropship container cannon damage.
sk_npc_dmg_fraggrenade "0"
sk_npc_dmg_grenade "0"
sk_npc_dmg_gunship "0"
sk_npc_dmg_gunship_to_plr "0"
sk_npc_dmg_helicopter "6" // Damage helicopter shots deal to everything but the player
sk_npc_dmg_helicopter_to_plr "3" // Damage helicopter shots deal to the player
sk_npc_dmg_pistol "0"
sk_npc_dmg_rpg_round "0"
sk_npc_dmg_satchel "0"
sk_npc_dmg_smg1 "0"
sk_npc_dmg_smg1_grenade "0"
sk_npc_dmg_sniper_round "0"
sk_npc_dmg_stunstick "0"
sk_npc_dmg_tripmine "0"
sk_npc_head "2"
sk_npc_leg "1"
sk_npc_stomach "1"
Garry's Mod Console Commands Part XVI
sk_pathfollower_grenade_radius "0"
sk_player_arm "1"
sk_player_chest "1"
sk_player_head "2"
sk_player_leg "1"
sk_player_stomach "1"
sk_plr_dmg_357 "0"
sk_plr_dmg_airboat "0"
sk_plr_dmg_alyxgun "0"
sk_plr_dmg_ar2 "0"
sk_plr_dmg_buckshot "0"
sk_plr_dmg_crossbow "0"
sk_plr_dmg_crowbar "0"
sk_plr_dmg_fraggrenade "0"
sk_plr_dmg_grenade "0"
sk_plr_dmg_pistol "0"
sk_plr_dmg_rpg_round "0"
sk_plr_dmg_satchel "0"
sk_plr_dmg_smg1 "0"
sk_plr_dmg_smg1_grenade "0"
sk_plr_dmg_sniper_round "0"
sk_plr_dmg_stunstick "0"
sk_plr_dmg_tripmine "0"
sk_plr_grenade_drop_time "30"
sk_plr_health_drop_time "30"
sk_plr_num_shotgun_pellets "7"
sk_rollermine_shock "0"
sk_rollermine_stun_delay "1"
sk_rollermine_vehicle_intercept "1"
sk_satchel_radius "0"
sk_scanner_dmg_dive "0"
sk_scanner_health "0"
sk_smg1_grenade_radius "0"
sk_stalker_health "0"
sk_stalker_melee_dmg "0"
sk_striderbuster_magnet_multiplier "2"
sk_strider_health "350"
sk_strider_num_missiles1 "5"
sk_strider_num_missiles2 "7"
sk_strider_num_missiles3 "7"
sk_suitcharger "0"
sk_suitcharger_citadel "0"
sk_suitcharger_citadel_maxarmor "0"
sk_tripmine_radius "0"
sk_vortigaunt_armor_charge "30"
sk_vortigaunt_armor_charge_per_token "5"
sk_vortigaunt_dmg_claw "0"
sk_vortigaunt_dmg_rake "0"
sk_vortigaunt_dmg_zap "0"
sk_vortigaunt_health "0"
sk_vortigaunt_vital_antlion_worker_dmg "0" // Vital-ally vortigaunts scale damage taken from antlion workers by this amount.
sk_vortigaunt_zap_range "100" // Range of vortigaunts ranged attack (feet)
sk_weapon_ar2_alt_fire_duration "4"
sk_weapon_ar2_alt_fire_mass "150"
sk_weapon_ar2_alt_fire_radius "10"
sk_zombie_dmg_both_slash "0"
sk_zombie_dmg_one_slash "0"
sk_zombie_health "0"
sk_zombie_poison_dmg_spit "0"
sk_zombie_poison_health "0"
sk_zombie_soldier_health "0"
slot0
slot1
slot10
slot2
slot3
slot4
slot5
slot6
slot7
slot8
slot9
smoke_trail "1"
smoothstairs "1" // Smooth player eye z coordinate when traversing stairs.
snapto
sndplaydelay // Usage: sndplaydelay delay_in_sec (negative to skip ahead) soundname
snd_async_flush // Flush all unlocked async audio data
snd_async_fullyasync "0" // All playback is fully async (sound doesnt play until data arrives).
snd_async_minsize "262144"
snd_async_showmem // Show async memory stats
snd_async_spew_blocking "0" // Spew message to console any time async sound loading blocks on file i/o.
snd_async_stream_spew "0" // 2=buffers
snd_cull_duplicates "0" // aggressively cull duplicate sounds during mixing. The number specifies the number of duplicates allowed to be playe
snd_defer_trace "1"
snd_delay_sound_shift "0"
snd_disable_mixer_duck "0"
snd_duckerattacktime "0"
snd_duckerreleasetime "2"
snd_duckerthreshold "0"
snd_ducktovolume "0"
snd_dumpclientsounds // Dump sounds to VXConsole
snd_foliage_db_loss "4"
snd_gain "1"
snd_gain_max "1"
snd_gain_min "0"
snd_legacy_surround "0"
snd_lockpartial "1"
snd_mixahead "0"
snd_mix_async "0"
snd_musicvolume "1" // Music volume
snd_mute_losefocus "1"
snd_noextraupdate "0"
snd_obscured_gain_dB "0"
snd_pitchquality "1"
snd_profile "0"
snd_rebuildaudiocache // level caches) from reslists
snd_refdb "60"
snd_refdist "36"
snd_restart // Restart sound system.
snd_show "0" // Show sounds info
snd_showclassname "0"
snd_showmixer "0"
snd_showstart "0"
snd_ShowThreadFrameTime "0"
snd_soundmixer "0"
snd_spatialize_roundrobin "0" // spatialize only a fraction of sound channels each frame. 1/2^x of channels will be spatialized
snd_surround_speakers "2"
snd_visualize "0" // Show sounds location in world
snd_vox_captiontrace "0" // Shows sentence name for sentences which are set not to show captions.
snd_vox_globaltimeout "300"
snd_vox_sectimetout "300"
snd_vox_seqtimetout "300"
snd_writemanifest // outputs the precache manifest for the current level
sniperspeak "0"
sniperviewdist "35"
sniper_xbox_delay "1"
soundfade // Fade client volume.
soundinfo // Describe the current sound device.
soundlist // List all known sounds.
soundpatch_captionlength "2" // How long looping soundpatch captions should display for.
soundscape_debug "0" // red lines show soundscapes that ar
soundscape_dumpclient // Dumps the clients soundscape data.
soundscape_fadetime "3" // Time to crossfade sound effects between soundscapes
soundscape_flush // Flushes the server & client side soundscapes
spawnicon_disablepreload "0" // Set to 1 to disable preloading
speak // Play a constructed sentence.
spec_autodirector "1" // Auto-director chooses best view modes while spectating
spec_freeze_distance_max "200" // Maximum random distance from the target to stop when framing them in observer freeze cam.
spec_freeze_distance_min "96" // Minimum random distance from the target to stop when framing them in observer freeze cam.
spec_freeze_time "4" // Time spend frozen in observer freeze cam.
spec_freeze_traveltime "0" // Time taken to zoom in to frame a target in observer freeze cam.
spec_pos // dump position and angles to the console
spec_scoreboard "0"
spec_track "0" // Tracks an entity in spec mode
spike // generates a fake spike
startdemos // Play demos in demo sequence.
startmovie // Start recording movie frames.
startupmenu // and were not in developer
star_memory // Dump memory stats
stats // Prints server performance variables
status // Display map and connection status.
step_spline "0"
stop // Finish recording demo.
stopdemo // Stop playing back a demo.
stopsound
stopsounds // Stops all sounds..
stopsoundscape // Stops all soundscape processing and fades current looping sounds
striderbuster_allow_all_damage "0" // If set to 1 the bomb will detonate on any damage taken. Otherwise only the player may trigger it.
striderbuster_autoaim_radius "64"
striderbuster_debugseek "0"
striderbuster_die_detach "1"
striderbuster_dive_force "-200"
striderbuster_falloff_power "4" // Order of the distance falloff. 1 = linear 2 = quadratic
striderbuster_health "14"
striderbuster_leg_stick_dist "80" // the max distance from the head at which it sticks anyway.
striderbuster_magnetic_force_hunter "1750000" // Intensity of magnades attraction to a hunter.
striderbuster_magnetic_force_strider "750000" // Intensity of magnades attraction to a strider.
striderbuster_shot_velocity "2500" // Speed at which launch the bomb from the physcannon
striderbuster_use_particle_flare "1"
strider_always_use_procedural_height "0"
strider_ar2_altfire_dmg "25"
strider_distributed_fire "1"
strider_eyepositions "0"
strider_free_knowledge "0"
strider_free_pass_after_escorts_dead "2"
strider_free_pass_cover_dist "120"
strider_free_pass_duration "2"
strider_free_pass_move_tolerance "320"
strider_free_pass_refill_rate "0"
strider_free_pass_start_time "3"
strider_free_pass_tolerance_after_escorts_dead "600"
strider_idle_test "0"
strider_immolate "0"
strider_missile_suppress_dist "240"
strider_missile_suppress_time "3"
strider_pct_height_no_crouch_move "90"
strider_peek_eye_dist "1"
strider_peek_eye_dist_z "4"
strider_peek_time "0"
strider_peek_time_after_damage "4"
strider_show_cannonlos "0"
strider_show_focus "0"
strider_show_weapon_los_condition "0"
strider_show_weapon_los_z "0"
strider_test_height "0"
stringtabletotals // Size of all string tables
stringtabletotals // Size of all string tables
studio_queue_mode "1"
stuffcmds // Parses and stuffs command line + commands to command buffer.
suitvolume "0"
surfaceprop // Reports the surface properties at the cursor
sv_accelerate "10"
sv_airaccelerate "10"
sv_allowdownload "1" // Allow clients to download files
sv_allowupload "1" // Allow clients to upload customizations files
sv_allow_color_correction "1" // Allow or disallow clients to use color correction on this server.
sv_allow_voice_from_file "0" // Allow or disallow clients from using voice_inputfromfile on this server.
sv_allow_votes "1" // Allow voting?
sv_alltalk "0" // no team restrictions
Garry's Mod Console Commands Part XVII
sv_alternateticks "0" // server only simulates entities on even numbered ticks.
sv_autojump "0"
sv_autoladderdismount "1" // Automatically dismount from ladders when you reach the end (dont have to +USE).
sv_autosave "0" // Set to 1 to autosave game on level transition. Does not affect autosave triggers.
sv_benchmark_autovprofrecord "0" // it will record a vprof file over the duration of the benchmark with filename benchmark.
sv_benchmark_numticks "3300" // then it only runs the benchmark for this # of ticks.
sv_bonus_challenge "0" // Set to values other than 0 to select a bonus map challenge type.
sv_bonus_map_challenge_update // Updates a bonus map challenge score.
sv_bonus_map_complete // Completes a bonus map.
sv_bonus_map_unlock // Locks a bonus map.
sv_cacheencodedents "1" // does an optimization to prevent extra SendTable_Encode calls.
sv_cheats "1" // Allow cheats on server
sv_clearhinthistory // Clear memory of server side hints displayed to the player.
sv_client_cmdrate_difference "20" // cl_cmdrate is moved to within sv_client_cmdrate_difference units of cl_updaterate before it is clamped between sv_mincmdrate an
sv_client_max_interp_ratio "5" // This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected). If sv_client_min_
sv_client_min_interp_ratio "1" // This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected). -1
sv_client_predict "1" // This can be used to force the value of cl_predict for connected clients (only while they are connected). -1 = let clients se
sv_clockcorrection_msecs "60" // The server tries to keep each players m_nTickBase withing this many msecs of the server absolute tickcount
sv_consistency "1" // Whether the server enforces file consistency for critical files
sv_contact "0" // Contact email for server sysop
sv_debugmanualmode "0" // Make sure entities correctly report whether or not their network data has changed.
sv_debugtempentities "0" // Show temp entity bandwidth usage.
sv_debug_player_use "0" // Green box=radius success
sv_defaultdeployspeed "4"
sv_defaultgamemode "0" // The default gamemode
sv_deltaprint "0" // Print accumulated CalcDelta profiling data (only if sv_deltatime is on)
sv_deltatime "0" // Enable profiling of CalcDelta calls
sv_disable_querycache "0" // debug - disable trace query cache
sv_downloadurl "0" // Location from which clients can download missing files
sv_dumpstringtables "0"
sv_enableoldqueries "0" // Enable support for old style (HL1) server queries
sv_filterban "1" // Set packet filtering by IP mode
sv_footsteps "1" // Play footstep sound for players
sv_forcepreload "0" // Force server side preloading.
sv_friction "8" // World friction.
sv_gamemode "0" // The current gamemode name
sv_gamemodeoverride "0" // Gamemode to override.
sv_gravity "600" // World gravity.
sv_hudhint_sound "1"
sv_infinite_aux_power "0"
sv_ladderautomountdot "0" // this is the tolerance for looking now directly along the ladder axis.
sv_ladder_useonly "0" // ladders can only be mounted by pressing +USE
sv_lan "0" // no non-class C addresses )
sv_loadingurl "0" // URL to show to clients while joining the server
sv_logbans "0" // Log server bans in the server logs.
sv_logblocks "0" // If true when log when a query is blocked (can cause very large log files)
sv_logdownloadlist "1"
sv_logecho "1" // Echo log information to the console.
sv_logfile "1" // Log server information in the log file.
sv_logflush "0" // Flush the log file to disk on each write (slow).
sv_logsdir "0" // Folder in the game directory where server logs will be stored.
sv_logsecret "0" // not usual 0x52)
sv_log_onefile "0" // Log server information to only one file.
sv_lowedict_action "0" // 4 - go to the next ma
sv_lowedict_threshold "8" // take the action specified by sv_lowedict_action.
sv_massreport "0"
sv_master_share_game_socket "1" // then it will create a socket on -steamport + 1 to comm
sv_maxcmdrate "66" // this sets the maximum value for cl_cmdrate.
sv_maxplayers "8" // This is a hack around the fact that maxplayers isnt a real convar.
sv_maxrate "0" // 0 == unlimited
sv_maxreplay "0" // Maximum replay time in seconds
sv_maxroutable "1260" // Server upper bound on net_maxroutable that a client can use.
sv_maxupdaterate "66" // Maximum updates per second that the server will allow
sv_maxvelocity "3500" // Maximum speed any ballistically moving object is allowed to attain per axis.
sv_max_connects_sec "2" // Maximum connections per second to respond to from a single IP address.
sv_max_connects_sec_global "0" // Maximum connections per second to respond to from anywhere.
sv_max_connects_window "4" // Window over which to average connections per second averages.
sv_max_queries_sec "3" // Maximum queries per second to respond to from a single IP address.
sv_max_queries_sec_global "3000" // Maximum queries per second to respond to from anywhere.
sv_max_queries_window "30" // Window over which to average queries per second averages.
sv_max_usercmd_future_ticks "12" // Prevents clients from running usercmds too far in the future. Prevents speed hacks.
sv_memlimit "0" // the server wi
sv_mincmdrate "10" // This sets the minimum value for cl_cmdrate. 0 == unlimited.
sv_minrate "3500" // 0 == unlimited
sv_minupdaterate "10" // Minimum updates per second that the server will allow
sv_namechange_cooldown_seconds "20" // wait N seconds allowing another name change
sv_netspike_on_reliable_snapshot_overflow "0" // the server will dump a netspike trace if a client is dropped due to reliable snapshot overflow
sv_noclipaccelerate "5"
sv_noclipduringpause "0" // etc.).
sv_noclipspeed "5"
sv_npc_talker_maxdist "1024" // NPCs over this distance from the player wont attempt to speak.
sv_parallel_packentities "1"
sv_parallel_sendsnapshot "1"
sv_passengersalwaysvisible "1"
sv_password "0" // Server password for entry into multiplayer games
sv_pausable "0" // Is the server pausable.
sv_playerforcedupdate "10"
sv_playerperfhistorycount "60" // Number of samples to maintain in player perf history
sv_playerpickupallowed "1" // Allow the player to pick things up using the USE key
sv_precacheinfo // Show precache info.
sv_pure // Show user data.
sv_pure_kick_clients "1" // it will issue a warning to the client.
sv_pure_trace "0" // the server will print a message whenever a client is verifying a CRC for a file.
sv_pvsskipanimation "1" // Skips SetupBones when npcs are outside the PVS
sv_querycache_stats // Display status of the query cache (client only)
sv_rcon_banpenalty "0" // Number of minutes to ban users who fail rcon authentication
sv_rcon_log "1" // Enable/disable rcon logging.
sv_rcon_maxfailures "10" // Max number of times a user can fail rcon authentication before being banned
sv_rcon_maxpacketbans "1" // Ban IPs for sending RCON packets exceeding the value specified in sv_rcon_maxpacketsize
sv_rcon_maxpacketsize "1024" // The maximum number of bytes to allow in a command packet
sv_rcon_minfailures "5" // Number of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned
sv_rcon_minfailuretime "30" // Number of seconds to track failed rcon authentications
sv_region "-1" // The region of the world to report this server in.
sv_restrict_aspect_ratio_fov "1" // This can be used to limit the effective FOV of users using wide-screen resolutions with aspect ratios wider than 1.85:1 (slight
sv_robust_explosions "1"
sv_rollangle "0" // Max view roll angle
sv_rollspeed "200"
sv_scriptenforcer "0" // Enforce script consistency
sv_scriptenforcer_initialkick "0" // Kick for initial SE check failure
sv_showladders "0" // Show bbox and dismount points for all ladders (must be set before level load.)
sv_showlagcompensation "0" // Show lag compensated hitboxes whenever a player is lag compensated.
sv_show_crosshair_target "0"
sv_shutdown // Sets the server to shutdown next time its empty
Garry''s Mod Console Commands Part XVIII
sv_skyname "0" // Current name of the skybox texture
sv_soundemitter_trace "0" // Show all EmitSound calls including their symbolic name and the actual wave file they resolved to
sv_specaccelerate "5"
sv_specnoclip "1"
sv_specspeed "3"
sv_stats "1" // Collect CPU usage stats
sv_steamblockingcheck "0" // 3 >= dr
sv_steamgroup "0" // The ID of the steam group that this server belongs to. You can find your groups ID on the admin profile page in the steam comm
sv_stickysprint "0"
sv_stickysprint_default "0"
sv_stopspeed "50" // Minimum stopping speed when on ground.
sv_strict_notarget "0" // notarget will cause entities to never think they are in the pvs
sv_tags "0" // Server tags. Used to provide extra information to clients when theyre browsing for servers. Separate tags with a comma.
sv_teststepsimulation "1"
sv_test_scripted_sequences "0" // Tests for scripted sequences that are embedded in the world. Run through your map with this set to check for NPCs falling throu
sv_thinktimecheck "0" // Check for thinktimes all on same timestamp.
sv_timeout "180" // the client is dropped
sv_turbophysics "0" // Turns on turbo physics
sv_unlockedchapters "19" // Highest unlocked game chapter.
sv_usermessage_maxsize "1024" // The max number of bytes to output per tick
sv_use_steam_voice "1" // voice_inputfromfile will no longer function).
sv_vehicle_autoaim_scale "8"
sv_visiblemaxplayers "-1" // Overrides the max players reported to prospective clients
sv_voicecodec "0" // Specifies which voice codec DLL to use in a game. Set to the name of the DLL without the extension.
sv_voiceenable "1"
sv_vote_allow_spectators "0" // Allow spectators to vote?
sv_vote_failure_timer "300" // A vote that fails cannot be re-submitted for this long
sv_vote_ui_hide_disabled_issues "1" // Suppress listing of disabled issues in the vote setup screen.
sv_wateraccelerate "10"
sv_waterfriction "1"
systemlinkport "27030" // System Link port
sys_minidumpexpandedspew "1"
sys_minidumpspewlines "500" // Lines of crash dump console spew to keep.
template_debug "0"
testhudanim // Test a hud element animation. Arguments: <anim name>
testscript_debug "0" // Debug test scripts.
Test_CreateEntity
test_dispatcheffect // Test a clientside dispatch effect. Usage: test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale> Defau
Test_EHandle
test_entity_blocker // Test command that drops an entity blocker out in front of the player.
test_freezeframe // Test the freeze frame code.
Test_InitRandomEntitySpawner
test_massive_dmg "30"
test_massive_dmg_clip "0"
Test_ProxyToggle_EnableProxy
Test_ProxyToggle_EnsureValue // Test_ProxyToggle_EnsureValue
Test_ProxyToggle_SetValue
Test_RandomizeInPVS
Test_RandomPlayerPosition
Test_RemoveAllRandomEntities
Test_SpawnRandomEntities
texture_budget_background_alpha "128" // how translucent the budget panel is
texture_budget_panel_bottom_of_history_fraction "0" // number between 0 and 1
texture_budget_panel_global "0" // Show global times in the texture budget panel.
texture_budget_panel_height "284" // height in pixels of the budget panel
texture_budget_panel_width "512" // width in pixels of the budget panel
texture_budget_panel_x "0" // number of pixels from the left side of the game screen to draw the budget panel
texture_budget_panel_y "450" // number of pixels from the top side of the game screen to draw the budget panel
tf_arena_max_streak "3" // Teams will be scrambled if one team reaches this streak
tf_arena_preround_time "10" // Length of the Pre-Round time
tf_arena_round_time "0"
tf_arena_use_queue "1" // Enables the spectator queue system for Arena.
tf_escort_recede_time "30"
tf_escort_recede_time_overtime "5"
tf_escort_score_rate "1" // in points per second
tf_matprox_BurnLevel "0"
tf_matprox_InvulnLevel "0"
tf_matprox_spy_invis "0"
tf_matprox_YellowLevel "1"
tf_show_train_path "0"
think_limit "10" // warning is printed if this is exceeded.
thirdperson // Switch to thirdperson camera.
thirdperson_mayamode // Switch to thirdperson Maya-like camera controls.
thirdperson_platformer "0" // Player will aim in the direction they are moving.
thirdperson_screenspace "0" // eg: left means screen-left
threadpool_affinity "1" // Enable setting affinity
thumper_show_radius "0" // advisor will use her custom impact damage table.
timedemo // Play a demo and report performance info.
timedemoquit // and then exit
timerefresh // Profile the renderer.
toggle // or cycles through a set of values.
toggleconsole // Show/hide the console.
toggle_duck // Toggles duck
toggle_zoom // Toggles zoom display
toybox_entity // Spawn a test entity from a local file
toybox_save // Save a game onto the cloud
toybox_weapon // Spawn a test weapon from a local file
tracer_extra "1"
trace_report "0"
tv_allow_camera_man "1" // Auto director allows spectators to become camera man
tv_allow_static_shots "1" // Auto director uses fixed level cameras for shots
tv_autorecord "0" // Automatically records all games as SourceTV demos.
tv_autoretry "1" // Relay proxies retry connection after network timeout
tv_chatgroupsize "0" // Set the default chat group size
tv_chattimelimit "8" // Limits spectators to chat only every n seconds
tv_clients // Shows list of connected SourceTV clients.
tv_debug "0" // SourceTV debug info.
tv_delay "30" // SourceTV broadcast delay in seconds
tv_delaymapchange "0" // Delays map change until broadcast is complete
tv_deltacache "2" // Enable delta entity bit stream cache
tv_dispatchmode "1" // 2=always
tv_enable "0" // Activates SourceTV on server.
tv_maxclients "128" // Maximum client number on SourceTV server.
tv_maxrate "8000" // 0 == unlimited
tv_msg // Send a screen message to all clients.
tv_name "0" // SourceTV host name
tv_nochat "0" // Dont receive chat messages from other SourceTV spectators
tv_overridemaster "0" // Overrides the SourceTV master root address.
tv_password "0" // SourceTV password for all clients
tv_port "27020" // Host SourceTV port
tv_relay // Connect to SourceTV server and relay broadcast.
tv_relaypassword "0" // SourceTV password for relay proxies
tv_relayvoice "1" // 1=on
tv_retry // Reconnects the SourceTV relay proxy.
tv_snapshotrate "16" // Snapshots broadcasted per second
tv_status // Show SourceTV server status.
tv_stop // Stops the SourceTV broadcast.
tv_stoprecord // Stops SourceTV demo recording.
tv_timeout "30" // SourceTV connection timeout in seconds.
tv_title "0" // Set title for SourceTV spectator UI
tv_transmitall "0" // Transmit all entities (not only director view)
ui_posedebug_fade_in_time "0" // Time during which a new pose activity layer is shown in green in +posedebug UI
ui_posedebug_fade_out_time "0" // Time to keep a no longer active pose activity layer in red until removing it from +posedebug UI
unbind // Unbind a key.
unbindall // Unbind all keys.
unbind_mac // Unbind a key on the Mac only.
unpause // Unpause the game.
updatemyinfo // Re-send your myinfo variables to the server
use // Use a particular weapon Arguments: <weapon_name>
user // Show user data.
users // Show user info for players on server.
user_context // Set a Rich Presence Context: user_context <context id> <context value>
user_property // Set a Rich Presence Property: user_property <property id>
vcollide_wireframe "0" // Render physics collision models in wireframe
vcr_verbose "0" // Write extra information into .vcr file.
vehicle_flushscript // Flush and reload all vehicle scripts
version // Print version info string.
vgui_allowhtml "1"
vgui_drawfocus "0" // Report which panel is under the mouse.
vgui_drawtree "0" // Draws the vgui panel hiearchy to the specified depth level.
vgui_drawtree_bounds "0" // Show panel bounds.
vgui_drawtree_clear
vgui_drawtree_draw_selected "0" // Highlight the selected panel
vgui_drawtree_freeze "0" // Set to 1 to stop updating the vgui_drawtree view.
vgui_drawtree_hidden "0" // Draw the hidden panels.
vgui_drawtree_panelalpha "0" // Show the panel alpha values in the vgui_drawtree view.
Garry's Mod Console Commands Part XIX
vgui_drawtree_panelptr "0" // Show the panel pointer values in the vgui_drawtree view.
vgui_drawtree_popupsonly "0" // Draws the vgui popup list in hierarchy(1) or most recently used(2) order.
vgui_drawtree_render_order "0" // List the vgui_drawtree panels in render order.
vgui_drawtree_visible "1" // Draw the visible panels.
vgui_luapaint "1"
vgui_message_dialog_modal "1"
vgui_togglepanel // show/hide vgui panel by name.
video_quicktime_decode_gamma "0" // QuickTime Video Playback Gamma Target- 0=no gamma adjust 1=platform default gamma 2 = gamma 1.8 3 = gamma 2.2 4 = gamma 2.5
video_quicktime_encode_gamma "3" // QuickTime Video Encode Gamma Target- 0=no gamma adjust 1=platform default gamma 2 = gamma 1.8 3 = gamma 2.2 4 = gamma 2.5
viewmodel_fov "54"
violence_ablood "1" // Draw alien blood
violence_agibs "1" // Show alien gib entities
violence_hblood "1" // Draw human blood
violence_hgibs "1" // Show human gib entities
voice_avggain "0"
voice_clientdebug "0"
voice_debugfeedback "0"
voice_debugfeedbackfrom "0"
voice_enable "1"
voice_fadeouttime "0"
voice_forcemicrecord "1"
voice_inputfromfile "0" // Get voice input from voice_input.wav rather than from the microphone.
voice_loopback "0"
voice_maxgain "10"
voice_modenable "1" // Enable/disable voice in this mod.
voice_overdrive "2"
voice_overdrivefadetime "0"
voice_printtalkers // voice debug.
voice_profile "0"
voice_recordtofile "0" // Record mic data and decompressed voice data into voice_micdata.wav and voice_decompressed.wav
voice_scale "1"
voice_serverdebug "0"
voice_showchannels "0"
voice_showincoming "0"
voice_steal "2"
voice_writevoices "0" // Saves each speakers voice data into separate .wav files
volume "1" // Sound volume
voxeltree_box // Vector(max)>.
voxeltree_playerview // View entities in the voxel-tree at the player position.
voxeltree_sphere // float(radius)>.
voxeltree_view // View entities in the voxel-tree.
vox_reload // Reload sentences.txt file
vprof // Toggle VProf profiler
vprof_adddebuggroup1 // add a new budget group dynamically for debugging
vprof_cachemiss // Toggle VProf cache miss checking
vprof_cachemiss_off // Turn off VProf cache miss checking
vprof_cachemiss_on // Turn on VProf cache miss checking
vprof_child
vprof_collapse_all // Collapse the whole vprof tree
vprof_counters "0"
vprof_dump_groupnames // Write the names of all of the vprof groups to the console.
vprof_dump_oninterval "0" // Interval (in seconds) at which vprof will batch up data and dump it to the console.
vprof_dump_spikes "0" // negative to reset after dump
vprof_dump_spikes_budget_group "0" // Budget gtNode to start report from when doing a dump spikes
vprof_dump_spikes_node "0" // Node to start report from when doing a dump spikes
vprof_expand_all // Expand the whole vprof tree
vprof_expand_group // Expand a budget group in the vprof tree by name
vprof_generate_report // Generate a report to the console.
vprof_generate_report_AI // Generate a report to the console.
vprof_generate_report_AI_only // Generate a report to the console.
vprof_generate_report_budget // Generate a report to the console based on budget group.
vprof_generate_report_hierarchy // Generate a report to the console.
vprof_generate_report_map_load // Generate a report to the console.
vprof_graph "0" // Draw the vprof graph.
vprof_graphheight "256"
vprof_graphwidth "512"
vprof_nextsibling
vprof_off // Turn off VProf profiler
vprof_on // Turn on VProf profiler
vprof_parent
vprof_playback_average // Average the next N frames.
vprof_playback_start // Start playing back a recorded .vprof file.
vprof_playback_step // step to the next tick.
vprof_playback_stepback // step to the previous tick.
vprof_playback_stop // Stop playing back a recorded .vprof file.
vprof_prevsibling
vprof_remote_start // Request a VProf data stream from the remote server (requires authentication)
vprof_remote_stop // Stop an existing remote VProf data request
vprof_reset // Reset the stats in VProf profiler
vprof_reset_peaks // Reset just the peak time in VProf profiler
vprof_scope "0" // Set a specific scope to start showing vprof tree
vprof_scope_entity_gamephys "0"
vprof_scope_entity_thinks "0"
vprof_unaccounted_limit "0" // number of milliseconds that a node must exceed to turn red in the vprof panel
vprof_verbose "1" // Set to one to show average and peak times
vprof_vtune_group // enable vtune for a particular vprof group (disable to disable)
vprof_warningmsec "10" // Above this many milliseconds render the label red to indicate slow code.
vtune // Controls VTunes sampling.
v_centermove "0"
v_centerspeed "500"
v_ipitch_cycle "1"
v_ipitch_level "0"
v_iroll_cycle "0"
v_iroll_level "0"
v_iyaw_cycle "2"
v_iyaw_level "0"
weapon_showproficiency "0"
windows_speaker_config "4"
wipe_nav_attributes // Clear all nav attributes of selected area.
writeid // Writes a list of permanently-banned user IDs to banned_user.cfg.
writeip // Save the ban list to banned_ip.cfg.
x360_audio_english "0" // Keeps track of whether were forcing english in a localized language.
x360_resolution_height "480" // This is only used for reference. Changing this value does nothing
x360_resolution_interlaced "0" // This is only used for reference. Changing this value does nothing
x360_resolution_widescreen_mode "0" // This is only used for reference. Changing this value does nothing
x360_resolution_width "640" // This is only used for reference. Changing this value does nothing
xbox_autothrottle "1"
xbox_steering_deadzone "0"
xbox_throttlebias "100"
xbox_throttlespoof "200"
xc_crouch_debounce "0"
xc_crouch_range "0" // Percentarge [1..0] of joystick range to allow ducking within
xc_uncrouch_on_jump "1" // Uncrouch when jump occurs
xc_use_crouch_limiter "0" // Use the crouch limiting logic on the controller
xload // Load a saved game from a 360 storage device.
xlook
xmove
xsave // Saves current game to a 360 storage device.
zombie_ambushdist "16000"
zombie_basemax "100"
zombie_basemin "100"
zombie_changemax "0"
zombie_changemin "0"
zombie_decaymax "0"
zombie_decaymin "0"
zombie_moanfreq "1"
zombie_stepfreq "4"
zoom_sensitivity_ratio "1" // Additional mouse sensitivity scale factor applied when FOV is zoomed in.
_autosave // Autosave
_autosavedangerous // AutoSaveDangerous
_bugreporter_restart // Restarts bug reporter .dll
_fov "0" // Automates fov command to server.
_resetgamestats // Erases current game stats and writes out a blank stats file
_restart // Shutdown and restart the engine.
Closing
Thanks for reading through this guide, i hope it helped all of you and hopefully informed and tought new people some commands. You can use this for any server and to help tech and better your admins on using commands. Enjoy!
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536 Comments
ᕕ( ᐛ )ᕗ 17 hours ago 
19 PARTS?!?!
DarkBlueLagoon Jun 25 @ 12:40am 
how do I change usergroup in the console? I need give my self founder rank
Dr.Toast Jun 24 @ 11:01am 
How Do you add a admin for non ULX
Dr.Toast Jun 24 @ 10:23am 
for normal gmod
Dr.Toast Jun 24 @ 10:19am 
what commands adds a admin to a sandbox server?
Robotminion Jun 21 @ 2:02am 
Thanks vector
Deis ✅ Jun 20 @ 5:21pm 
its ulx adduser USERNAME ULXGROUP
so for you "ulx adduser cpt admin"
Cpt Sprice Jun 18 @ 3:58pm 
Whats the command to add some on to admin on a server?

Vector Jun 11 @ 11:48pm 
vcollide_wireframe 1
Robotminion Jun 11 @ 11:05pm 
I saw a video where there was a grid on a ragdoll. I forgot the command though. Do you know what it is?