Half-Life and Counter-Strike CVar list
? Copyright elxdraco.net and with big thanks to AnAkIn
; Counter-Strike specific CVar
; Half-Life and other mods only (Not in Counter-Strike) ; Broken or disabled CVar
A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
OSMiMaTypD3SFCateg CVar Default GDescription P n x e D T ory L
booallow_spectserve 1 0 1 lea Allows players to join as spectator. ators r n
booEnables ATI's TRUform technology, this will result vide ati_npatch 1 0 1 lea in higher quality models but will decrease o n performance.
This is the ATI TRUform level, the higher you go intevide ati_subdiv 2 0 7 (with ati_npatch set to 1) the more polygons are ger o added to the models to smooth them out
inteaudi bgmbuffer 4096 Sets the allocated memory for CD/MP3 music in kB. ger o
booWhen disabled, it pauses the current sound which is soun bgmvolume 1 0 1 lea being played with "mp3" or "cd" command. To d n unpause, just reenable.
25intevideSets the bottom color of your model in Half-Life that bottomcolor 0 0 5 ger o others see.
intevide brightness 1 0 2 Sets the brightness value. ger o
booEnable Third Person. It's the same as the command cam_comma 0 0 1 lea cheat "thirdperson". In HL, it doesn't need sv_cheats 1 to nd n work.
cam_contain 0 lea cheat
cam_idealdifloaThe distance of the camera in third person. See 64 cheat st t cam_command.
cam_idealpitfloaThe pitch of the third person camera. See 0 cheat ch t cam_command.
cam_idealyafloaThe yaw of the third person camera. See 90 cheat w t cam_command.
If enabled, your view angles will move as the same boospeed as your movements instead of moving your cam_snapto 0 0 1 lea cheat view angles faster than your movements. Only in n third person. See cam_command.
This is thirdperson, like cam_command 1, except boocamethat it only works in single player and when you chase_active 0 0 1 lea ra move your mouse, it is like zooming in your player n model.
floacameIt sets how far the camera is behind you when chase_back 100 t ra chase_active is 1.
It sets how far the camera is at your right you when
floacamechase_active is 1. chase_right 0 t ra If you want to make the camera at your left, use
floacameIt sets how far the camera is above you when chase_up 16 t ra chase_active is 1.
connstriSets the port that the client connects to the server clientport 27005 ectiong through. n
It's designed to combat the speedhacks being used
in-game. The default value for this cvar is "0.5". As
you lower the value (0.3, 0.1, 0.01, etc.), modem clockwindofloaserve 0.5 clients' games should feel jittery. Adjusting w t r "clockwindow" does not affect the server. This
doesn't really block the speedhacks now, but just
make the speedhacker lag a lot when speedhacking.
booconncl_allowdowAllow maps, models, sounds, sprites, textures 1 0 1 lea ectionload download when connecting to a server. n n
booconncl_allowuplAllow the upload of your custom spray when 1 0 1 lea ectiooad connecting to a server. n n
cl_anglespee0.67 floa movIt defines the turning speed ratio with +left/+right
dkey t emenwhile walking (+speed). cl_yawspeed *
t cl_anglespeedkey = turning speed while walking. By
default the turning speed while walking is 140.7(210
* 0.67 = 140.7)
Sets the speed using the backward key (+back). This
is limited by sv_maxspeed server side. And in CS movcl_backspeeintethis is limited by the per weapon speed. This should 400 emend ger be equal to cl_forward and cl_sidespeed or you will t have problem holding forward and left at the same
time for example.
floavideSets the amount that the view bobs while the player cl_bob 0.01 0 1 t o is running.
Sets how frequent the player's view bobs while
running. I would recommend leaving this at the floavidedefault value, since it messes up your hands since an cl_bobcycle 0.8 t o update(it's like zooming on them). Before this update
it messed up your crosshair. Has no effect when
cl_bob is 0.
floavideSets the amount the player bobs up while running. cl_bobup 0.5 t o Has no effect when cl_bob is 0.
intecameIt modifies how far the camera is zoomed out whilst cl_chasedist 112 ger ra your dead.
If the client clock drifts more than cl_clockreset from
cl_clockresefloanetcothe server, we just slam it to use the server and reset 0.1 t t de the delta to 0 ?usually occurs at signon to server and
maybe if there is a lot of packet loss.
In addition, with each command
packets(cl_cmdrate), we re-send the last few
previous movement commands ( in case there is
packet loss ) so that we can keep moving smoothly in
the face of minor network problems. The default cl_cmdbackintenetco 2 number of "backup" commands that we send is 2, but up ger de you can change this number by setting
cl_cmdbackup to another number. You can send
more than 8 backup commands and you should note
that sending backup commands will increase your
outgoing bandwidth usage.
This is the maximum of command packets you will intenetcosend to the server per second. The default is to send cl_cmdrate 30 10 ger de up to 30 command packets per second up to the
server. If you are running faster than 30 frames per
second, then multiple commands will be put into
some packets. You can change the rate of sending
command packets to the server by setting the
cl_corpsestaintevideTime in seconds before dead bodies dissapears from 600 y ger o the ground.
cl_crosshair50 250 striinterfDefines the color of the crosshair in RGB, the value _color 50 ng ace must be encased in double quotes.
Defines the size of your crosshair. The different cl_crosshairstriinterf 0/auto values are : 0 or auto / 1 or small / 2 or medium / 3 or _size ng ace large.
boocl_crosshairinterf 0 1 lea Enables translucent crosshair. _translucent ace n
Cl_dlmax determines the 揻ragment?size for
chunks of player decals, etc. that are downloaded
10intenetcowhile playing the game. Clamped to 16 to 1024 cl_dlmax 128 16 24 ger de bytes. Useful to try and limit decals from taking up a
lot of bandwidth ?this made a lot more sense back
when everyone was on 14.4 kbps modems.
booconncl_downloadEnables the download of players custom sprays 1 0 1 lea ectio_ingame while playing. n n
boocl_dynamiccinterfEnables the dynamic crosshair when 1 0 1 lea rosshair ace crouching/jumping... n
Cl_fixtimerate is the # of msec per frame of 揷lock
drift?fixup. Since the server is sending timestamps in
every packet, but we only read networking once per cl_fixtimeratfloanetco 7.5 frame, we don抰 want to just 揳ccept?the server e t de clock, so we use it as a target and 揷orrect?toward it
by the fixtimerate (unless the delta becomes too large
and we snap the client to the server clock).
It sets the fog color blue value. Fog can be enabled
with gl_fog 1. By default, this CVar is hidden and
you need to add -dev to the game command line for 25intevide cl_fog_b 0 0 this cvar to work. The only official map that have fog 5 ger o is de_inferno_cz. Map authors can add fog in their
maps with the env_fog entity which auto set this
It sets the density of the fog. Fog can be enabled with gl_fog 1. By default, this CVar is hidden and you
need to add -dev to the game command line for this cl_fog_densifloavide 0 0 1 cvar to work. The only official map that have fog is ty t o de_inferno_cz. Map authors can add fog in their maps with the env_fog entity which auto set this CVar. A good value is 0.0003.
It sets the fog color green value. Fog can be enabled with gl_fog 1. By default, this CVar is hidden and you need to add -dev to the game command line for 25intevide cl_fog_g 0 0 this cvar to work. The only official map that have fog 5 ger o is de_inferno_cz. Map authors can add fog in their
maps with the env_fog entity which auto set this CVar.
It sets the fog color red value. Fog can be enabled with gl_fog 1. By default, this CVar is hidden and you need to add -dev to the game command line for 25intevide cl_fog_r 0 0 this cvar to work. The only official map that have fog 5 ger o is de_inferno_cz. Map authors can add fog in their maps with the env_fog entity which auto set this CVar.
Sets the speed using the forward key (+forward).
This is limited by sv_maxspeed server side. And in movcl_forwardsinteCS this is limited by the per weapon speed.This 400 emenpeed ger should be equal to cl_backspeed and cl_sidespeed or t you will have problem holding forward and left at the same time for example.
Cl_gaitestimation uses an alternate path for boocl_gaitestimnetcocomputing the velocity of other players, which is 1 0 1 lea ation de used to drive their lower body (leg) animations. n However, cs 1.6 forces it on and the cvar is ignored.
If enables, when viewing a demo with using
booplaydemo or viewdemo, it runs the demo in serve cl_gg 0 0 1 lea benchmaking mode, quits the game and saves the r n results in fps.txt file . It's the same as running a demo with gg "demoname".
boovideEnables the High Quality models. This only works in cl_himodels 0 0 1 lea o Half-Life. n
cl_idealpitchfloavideThis was used by a system (mostly for using 0.8 scale t o joysticks) of adjusting the eye 損itch?angle when
walking up/down sloped surfaces. It looks like this used to 搒cale?how quickly the pitch converged on the 搃deal?pitch for the slope. This works when lookspring is enabled (mouse look need to be disabled) and when joystick look is enabled. The value is by how many degree the view is adjusted when walking up/down sloped surfaces.
This is called "server-side hit computation and lag
This only works if the server is allowing lag boonetcocompensation (sv_unlag 1) and if the firing player is cl_lc 1 0 1 lea de requesting lag compensation (cl_lc 1 - note that the n player must also be predicting weapon firing client-side, too, or cl_lc is ignored). Don't change this. See also cl_lw.
It defines the color of your spray: #Valve_Blue, #Valvestriinterf#Valve_Brown, #Valve_Dkgray, #Valve_Ltblue, cl_logocolor _Orang ng ace #Valve_Ltgray, #Valve_Green, #Valve_Orange, e #Valve_Red, #Valve_Yellow
It defines which spray you want to use among those: striinterf cl_logofile lambda 8ball1, andre, camp1, chick1, chuckskull, devl1, ng ace gun1, lambda, skull, smiley, splatt, tiki, v_1
This is called "client-side weapon firing prediction".
What this refers to is the instantaneous set of effects that occur when the fire button is pressed. These effects are all done client-side if client-side weapon
firing prediction is enabled (cl_lw is 1). The effects include: starting the weapon firing animation, boonetcoshowing any muzzle flash, creating any ejected cl_lw 1 0 1 lea de shells, drawing decals and bullet puffs at the impact n spot on the wall of the level, starting the weapon
firing sound, etc. However, the actual determination of whether the shot (for hit-scan weapons at least) hit
another player is now and always has been done at the server. If this is disabled, Lag Compensation is also disabled. See cl_lc.
booEnable displaying of only the minimum models: cl_minmodevide 0 0 1 lea leet.mdl, gign.mdl and vip.mdl, enabling may ls o n improve performance.
movcl_movespe0.5floa 0.52 0 emenThe speed at which you move when +speed is active. edkey 2 t t
Enabling this will print into the console some infos booabout the models being loaded(weapon models). You cl_needinstadevel 0 0 1 lea need developer 1 to see the infos. And you need nced oper n sv_instancedbaseline 1 server side. (This is already 1
It defines if the prediction errors will be smoothly boonetcocorrected over the cl_smoothtime time. If set to 1, cl_nosmooth 0 0 1 lea de the prediction error smoothing is disabled (same with n cl_smoothime 0).
This enables the crosshair in Free Look spectator boomode. It's buggued, it only works if you die and the cl_observercinterf 1 0 1 lea camera is set to free look, after changing spectating rosshair ace n mode, it will not work except next round if you die
and are in free look mode again.
cl_pitchdowinteinterfSets the maximum view angle to look down. This is 89 n ger ace locked and can't be changed in CS.
movcl_pitchspeefloaThis is how fast your view loop up / look down with 225 50 emend t using the commands +lookup / +lookdown. t
inteinterfSets the maximum view angle to look up. This is cl_pitchup 89 ger ace locked and can't be changed in CS.
It displays on your screen infos about particles. The
particles are smokes grenades (maybe there are
others things, but I didn't see anything other that
could change this particle meter). boocl_pmanstatinterf"Number of particles" is the number of particles that 0 0 1 lea s ace are in the map at the moment. n "Particles Drawn" is how much particles are drawn
on your screen at the moment.
"CMiniMem Free" is how much memory is
availaible for smokes.
boointerf cl_radartype 0 0 1 lea Enables opaque (non translucent) radar. ace n
This is how many bytes per seconds the client send 2010intenetcoto the server. Note: It's a command but it works like a cl_rate 9999 00 00 ger de cvar, except that sometimes it doesn't work if you try 0 setting it in your cfg.
floaconnDelay in seconds before the client will resend the cl_resend 6 1.5 20 t ectio'connect' attempt. This is when you have problem
n connecting to server and when you see : "Retrying
connection to server #1". And this hasn't anything to
do with netcode like people originally though.
If it's set to -1, you'll have your guns on left hand and inteinterfyour knife on right hand. If it's set to 0, all weapons cl_righthand 1 -1 1 ger ace are on left hand. If it's set to 1, all weapons are on
boovideEnables player shadows (small black circle), disable cl_shadows 1 0 1 lea o to improve performance. n
boocl_showerrointerf 0 0 1 lea Show the Prediction Errors on your screen. r ace n
boocl_showeveinterfEnables showing on events like weapon firing, all 0 0 1 lea nts ace events are listed in cstrike/events/. n
boointerfShows your current FPS in the upper left corner of cl_showfps 0 0 1 lea ace your screen. n
boocl_showmesinterfDump network traffic to console. It needs developer 0 0 1 lea sages ace 1 to work. n
0 Do not display any information.
intenetco1 Print current incoming packet size in byte. cl_shownet 0 0 2 ger de 2 Print information about the current in coming
packet and it's size.
Sets the speed using the move left and move right
key (+moveleft and +moveright). This is limited by
movsv_maxspeed server side. And in CS this is limited inte cl_sidespeed 400 emenby the per weapon speed. This should be equal to ger t cl_backspeed and cl_forwardspeed or you will have
problem holding forward and left at the same time
connThis is how many seconds to wait max for responses inte cl_slist 10 ectiowhen doing a LAN 搒list?ping. Responses coming ger n in later than that are ignored.
It defines the amount of time the view will be
cl_smoothtifloanetcosmoothly correct after a prediction error. If we set 0.1 me t de cl_smoothtime to 0 (or cl_nosmooth to 1), our
interpolation wont be 'smoothed' or corrected and we
will see the actual position of the players. Note that
this will cause a jump in the players movements, but
they will be correct.
boocl_solid_planetcoWhether the movement prediction engine should 1 0 1 lea yers de treat other players as solid. n
connWhen you are inactive, it's after how many seconds inte cl_timeout 300 ectiothe server disconnect you. This is also controled by ger n sv_timeout (server side)
cl_updaterat10intenetcoIt's the number of updates per second you are 20 10 e 2 ger de requesting from the server.
Sets the speed using the swim up / swim down movintekeys(+moveup / +moveleft). This is limited by cl_upspeed 320 emenger sv_maxspeed server side. And in CS this is limited t by the per weapon speed.
This is called "View smoothing", enables
interpolation between view vectors. It
cl_vsmoothifloanetcosmooths/interpolates the view origin and angles 0.05 0.0 ng t de when riding trains/plats. 0.05 should be good(if you
have above 20 fps) and 0 disables it so it should
increase your fps.
inteinterf cl_waterdist 4 It compensates the view along the surface of water. ger ace
booIt was to fix a bug in the original HL1 code related to cl_weaponlinetco 0 0 1 lea the WeaponList usermessage ?the message would stfix de n just be ignored if this was set.
Enables rain on de_aztec, 1 will cause a few rain
drops, 2 will increase them, and 3 will cause a intevide cl_weather 1 0 3 downpour. ger o
Disables it to improve performance.
movfloa cl_yawspeed 210 0 emenDefines turn speed with +left and +right. t t
com_filewar?/td 0 ?/td> ning >
booThis is not working in Steam, but in Won (the system interf console 1 0 1 lea before Steam) if you had this CVar on "0" you ace n couldn't open the console.
Sets the color of chat messages. in RGB. In Won (the 255 striinterf con_color system before Steam), it was used to change the 180 30 ng ace console text color as well.
con_fastmod?/td ?/td> e >
con_notifytiinteinterfThe amount of time in seconds developer messages 4 0 me ger ace stay in the upper-left before disappear of the screen.
This was to enable the cooperative mode in Quake. booserveThis is not working in HL1 because there is NO coop coop 0 0 1 lea r mod (not working in CS either because CS is multi n player).
boovideEnables the red dot at the middle of crosshair 1 0 1 lea o awp/scout/g3sg1/sg550 crosshairs. n
This is the maximum distance of the camera in third c_maxdistanfloa 200 cheat person (see cam_command) using +camdistance ce t (cmd).
This is the maximum pitch of the camera in third floa c_maxpitch 90 cheat person (see cam_command) using +cammousemove t (cmd).
This is the maximum yaw of the camera in third floa c_maxyaw 135 cheat person (see cam_command) using +cammousemove t (cmd).
This is the minimum distance of the camera in third c_mindistanfloa 30 cheat person (see cam_command) using +camdistance ce t (cmd).
This is the minimum yaw of the camera in third floa c_minyaw -135 cheat person (see cam_command) using +cammousemove t (cmd).
It defines if the server is multi player (1) or single
booplayer (0). When you launch a listen or dedicated serve deathmatch 0 0 1 lea server, this is auto set to 1. This only stay on 0 if you r n launch a map by map "mapname" or you play HL
Sets the frequency at which players can spray their decalfrequeninteserve 30 0 logos. Amount is in seconds, 0 means no delay cy ger r (spray as fast as you can).
15inteinterfSets the field of view in Half-Life. In CS changing it default_fov 90 10 0 ger ace only takes effect when zoomed out over your body in