Nome | Padrão | Min | Max | Tipo | # | Categoria | Descrição |
---|---|---|---|---|---|---|---|
appenddemo | texto | cliente | Este comando cria 1 arquivo .dm2 apartir de um nome de uma demo que ja existe dentro da pasta cstrike. appenddemo [demoname] [cd track] nao tenho ideia pra que serve exatamente. | ||||
addip | inteiro | servidor | Banir por IP, Use: addip [minutos] [ip], se minutos ficar em zero o ban por ip é permanente. | ||||
adjust_crosshair | 0 | 0 | 4 | inteiro | cliente | Vai mudando a cor da mira cada vez que e executado este comando e tambem aceita numeros, apos o ultimo numero volta no verde e entra em loop a numeracao.
adjust_crosshair 0 = verde adjust_crosshair 1 = vermelho adjust_crosshair 2 = azul adjust_crosshair 3 = amarelo adjust_crosshair 4 = azul claro |
|
allow_spectators | 1 | 0 | 1 | booleano | servidor | Permite que jogadores entrem como espectador.
0 - desativado 1 - ativado |
|
alias | texto | jogador | Liga comandos juntos em um apelido (tecla) para executar varias tarefas ao pressionar um botao. | ||||
ati_npatch | 1 | 0 | 1 | booleano | video | Ativa a tecnologia TRUform da ATI, isso resultara em modelos de maior qualidade, mas diminuira o desempenho. (Opengl e D3D) | |
ati_subdiv | 2 | 0 | 7 | inteiro | video | Esse é o nivel do ATI TRUform, quanto mais alto (com ati_npatch definido como 1), mais poligonos são adicionados aos modelos para suaviza-los. (Opengl e D3D). Foi desativado. | |
autobuy | inteiro | video | Esse comando existe mas não faz nada, talvez foi desativado, não sei dizer. Testado em 2020 | ||||
autosave | jogador | Ativa o recurso de salvamento automatico. Na pratica não serve pra nada. | |||||
bgmbuffer | 4096 | inteiro | audio | Define o tamanho da alocação de memoria de musicas em kB no jogo.
Foi Desativado na versao steam, Testado em 2020, hoje em dia os pcs tem muita memoria. |
|||
bgmvolume | 1 | 0 | 1 | booleano | som | Quando desativado, pausa o som atual que esta sendo reproduzido com o comando "mp3" ou "cd". Para pausar, apenas reative. | |
bottomcolor | 0 | 0 | 255 | inteiro | video | Define a cor exterior do seu modelo no cs que outras pessoas veem. | |
brightness | 1 | 0 | 2 | inteiro | video | Troca o valor do brilho. ( na pratica nao mudou nada. ) | |
cam_command | 0 | 0 | 1 | booleano | camera que segue | habilita a Terceira Pessoa. É o mesmo que o comando "thirdperson". No HL, ele nao precisa do sv_cheats 1 para funcionar. | |
cam_contain | 0 | booleano | camera que segue | nao funciona no cs steam, Desativado | |||
cam_idealdist | 64 | float | camera que segue | A distancia da camera na terceira pessoa. Veja cam_command. Existe no jogo mas não muda nada. | |||
cam_idealpitch | 0 | float | camera que segue | A afinacao da camera da terceira pessoa. Veja cam_command. Existe no jogo mas não muda nada. | |||
cam_idealyaw | 90 | float | camera que segue | A guinada da camera da terceira pessoa. Veja cam_command. Existe no jogo mas não muda nada. | |||
cam_snapto | 0 | 0 | 1 | booleano | camera que segue | If enabled, your view angles will move as the same speed as your movements instead of moving your view angles faster than your movements. Only in third person. Veja cam_command. Existe no jogo mas não muda nada. | |
chase_active | 0 | 0 | 1 | booleano | camera | Esta é uma terceira pessoa, como cam_command 1, exceto que ele so funciona no modo single player e quando voce move o mouse, é como ampliar o modelo do seu player. | |
chase_back | 100 | float | camera | Ele define o quão longe a camera esta atras de você quando chase_active é 1. | |||
chase_right | 0 | float | camera | Ele define o quao longe a câmera esta a sua direita quando chase_active é 1.
Se voce quiser fazer a camera a sua esquerda, use valores negativos. |
|||
chase_up | 16 | float | camera | Ele define o quao longe a câmera esta acima de voce quando chase_active é 1. | |||
clientport | 27005 | string | conexao | Define a porta a qual o cliente se conecta atraves do servidor . | |||
clockwindow | 0.5 | float | servidor e cliente | Ele foi projetado para combater os speedhacks usados no jogo. O valor padrao para este cvar é "0,5". A medida que voce diminui o valor (0,3, 0,1, 0,01 etc.), os jogos dos clientes modernos devem ficar instaveis. O ajuste da "janela do relogio" nao afeta o servidor. Isso realmente nao bloqueia os speedhacks agora, mas apenas faz com que o speedhacker fique muito atrasado ao acelerar. Existe no jogo mas não muda nada. | |||
cl_allowdownload | 1 | 0 | 1 | booleano | conexao | Permite downloads de: maps, models, soms, sprites, textures, do servidor. | |
cl_allowupload | 1 | 0 | 1 | booleano | conexao | Permite fazer upload de seu spray personalizado ao se conectar a um servidor. | |
cl_anglespeedkey | 0.67 | float | movimento | Ele define a taxa de velocidade de rotação com +left/+right enquanto caminha (+speed). cl_yawspeed * cl_anglespeedkey = velocidade de rotação enquanto caminha. Por padrao, a velocidade de rotação durante a caminhada e de: 140.7(210 * 0.67 = 140.7) | |||
cl_backspeed | 400 | inteiro | movimento | Define a velocidade usando a tecla para tras (+ voltar). Isso é limitado pelo lado do servidor sv_maxspeed. E no CS isso é limitado pela velocidade por arma. Isso deve ser igual a cl_forward e cl_sidespeed ou você tera problemas em manter pressionada a frente e a esquerda ao mesmo tempo, por exemplo. | |||
cl_bob | 0.01 | 0 | 1 | float | video | Define a quantidade que a visualização oscila enquanto o player esta em execução. | |
cl_bobcycle | 0.8 | float | video | Define a frequencia com que a visualização do jogador oscila durante a execução. Eu recomendaria deixar isso no valor padrão, pois ele atrapalha suas mãos desde uma atualização (é como aumentar o zoom nelas). Antes desta atualização, ela atrapalhava sua mira. Não tem efeito quando cl_bob é 0. | |||
cl_bobup | 0.5 | float | video | Define a quantidade que o jogador aumenta durante a execução. Não tem efeito quando cl_bob é 0. | |||
cl_chasedist | 112 | inteiro | camera | Ele modifica a distancia com o zoom da camera enquanto voce de espectador, se a parede nao atrapalhar voce pode assistir o modelo de muito lonte. Testado em 2020 | |||
cl_clockreset | 0.1 | float | netcode | Se o relogio do cliente desviar mais do que cl_clockreset do servidor, basta pressiona-lo para usar o servidor e redefinir o delta para 0 - geralmente ocorre na conexao com o servidor e talvez se houver muita perda de pacotes. | |||
cl_cmdbackup | 2 | inteiro | netcode | Alem disso, com cada pacote de comandos (cl_cmdrate), reenviamos os ultimos comandos de movimento anteriores (no caso de perda de pacotes), para que possamos continuar a nos mover sem problemas diante de pequenos problemas de rede. O número padrao de comandos "backup" que enviamos é 2, mas voce pode alterar esse numero configurando cl_cmdbackup para outro numero. Voce pode enviar mais de 8 comandos de backup e observe que o envio de comandos de backup aumentara o uso da largura de banda de saida. | |||
cl_cmdrate | 60 | 10 | inteiro | netcode | Este é o maximo de pacotes de comando que voce enviara ao servidor por segundo. O padrao é enviar ate 30 pacotes de comando por segundo ate o servidor. Se voce estiver executando mais rapido que 30 quadros por segundo, varios comandos serao colocados em alguns pacotes. Voce pode alterar a taxa de envio de pacotes de comando para o servidor, configurando o cl_cmdrate cvar. | ||
cl_corpsestay | 600 | inteiro | video | Tempo em segundos antes dos cadaveres desaparecerem do chão. | |||
cl_crosshair_color | 50 250 50 | string | interface | Define a cor da mira(crosshair) em RGB, o valor deve estar entre aspas duplas. | |||
cl_crosshair_size | 0/auto | string | interface | Define o tamanho da sua mira (crosshair). Os diferentes valores sao: 0 ou auto / 1 ou small / 2 ou medium / 3 ou large. | |||
cl_crosshair_translucent | 0 | 1 | booleano | interface | habilita mira transparente. | ||
cl_dlmax | 128 | 16 | 1024 | inteiro | netcode | Cl_dlmax determina o tamanho do "fragmento" para pedaços de decalques de jogadores etc. que são baixados durante o jogo. Fixado em 16 a 1024 bytes. Util para tentar impedir que os decalques ocupem muita largura de banda - isso fazia muito mais sentido quando todos usavam modems de 14,4 kbps. | |
cl_download_ingame | 1 | 0 | 1 | booleano | conexao | Permite o download de sprays personalizados dos jogadores enquanto estiver jogando. | |
cl_dynamiccrosshair | 1 | 0 | 1 | booleano | interface | Permite a mira dinâmica ao agachar / pular ... | |
cl_fixtimerate | 7.5 | float | netcode | Cl_fixtimerate é o número de ms por quadro de correção "clock drift". Como o servidor esta enviando carimbos de data e hora em todos os pacotes, mas apenas lemos a rede uma vez por quadro, nao queremos apenas "aceitar" o relogio do servidor, portanto, usamos-o como um destino e "corrigimos" o fixtimerate ( a menos que o delta fique muito grande e encaixemos o cliente no relogio do servidor). | |||
cl_fog_b | 0 | 0 | 255 | inteiro | video | Define o valor azul da cor do nevoeiro. O nevoeiro pode ser ativado com gl_fog 1. Por padrão, este CVar esta oculto e voce precisa adicionar -dev a linha de comando do jogo para que esse cvar funcione. O unico mapa oficial que tem nevoa é de_inferno_cz. Os autores de mapas podem adicionar neblina em seus mapas com a entidade env_fog que define automaticamente este CVar. | |
cl_fog_density | 0 | 0 | 1 | float | video | Define a densidade do nevoeiro. O nevoeiro pode ser ativado com gl_fog 1. Por padrão, este CVar esta oculto e você precisa adicionar -dev a linha de comando do jogo para que esse cvar funcione. O único mapa oficial que tem névoa é de_inferno_cz. Os autores de mapas podem adicionar neblina em seus mapas com a entidade env_fog que define automaticamente este CVar. Um bom valor é 0,0003. | |
cl_fog_g | 0 | 0 | 255 | inteiro | video | Define o valor verde da cor do nevoeiro. O nevoeiro pode ser ativado com gl_fog 1. Por padrao, este CVar esta oculto e voce precisa adicionar -dev a linha de comando do jogo para que esse cvar funcione. O unico mapa oficial que tem nevoa é de_inferno_cz. Os autores de mapas podem adicionar neblina em seus mapas com a entidade env_fog que define automaticamente este CVar. | |
cl_fog_r | 0 | 0 | 255 | inteiro | video | Define o valor vermelho da cor do nevoeiro. O nevoeiro pode ser ativado com gl_fog 1. Por padrao, este CVar esta oculto e voca precisa adicionar -dev a linha de comando do jogo para que esse cvar funcione. O unico mapa oficial que tem nevoa é de_inferno_cz. Os autores de mapas podem adicionar neblina em seus mapas com a entidade env_fog que define automaticamente este CVar. | |
cl_forwardspeed | 400 | inteiro | movimento | Define a velocidade usando a tecla avançar (+ avançar). Isso é limitado pelo lado do servidor sv_maxspeed. E no CS, isso é limitado pela velocidade por arma. Isso deve ser igual a cl_backspeed e cl_sidespeed, ou voce tera problemas em manter pressionada a frente e a esquerda ao mesmo tempo, por exemplo. Se o servidor estiver configurado em 400 voce so vai conseguir diminuir a sua velocidade e nao aumentar. Testado em 2020 | |||
cl_gaitestimation | 1 | 0 | 1 | booleano | netcode | Cl_gaitestimation usa um caminho alternativo para calcular a velocidade de outros jogadores, que é usada para conduzir suas animacoes na parte inferior do corpo (perna). No entanto, o cs 1.6 o forca e o cvar é ignorado. | |
cl_gg | 0 | 0 | 1 | booleano | servidor | Se ativado, ao exibir uma demonstração usando playdemo ou viewdemo, a demo é executada no modo de comparação, sai do jogo e salva os resultados no arquivo fps.txt. É o mesmo que executar uma demo com gg "demonome". ou seja, nao serve pra nada. | |
cl_himodels | 0 | 0 | 1 | booleano | video | Ativa os modelos de alta qualidade. Isso funciona apenas no Half-Life, ou seja, existe no cs mas nao nada. | |
cl_idealpitchscale | 0.8 | float | video | Isso foi usado por um sistema (principalmente para o uso de joysticks) de ajuste do angulo de inclinacao dos olhos ao caminhar para cima / para baixo em superficies inclinadas. Parece que isso costumava "escalar" a rapidez com que o tom convergia no tom "ideal" para a inclinacao. Isso funciona quando a aparencia esta ativada (a aparencia do mouse precisa ser desativada) e quando a aparencia do joystick esta ativada. O valor é em quantos graus a visualizacao é ajustada ao subir / descer superficies inclinadas. ou seja, existe no cs mas nao nada. | |||
cl_lc | 1 | 0 | 1 | booleano | netcode | Isso é chamado de "computação de acertos do servidor e compensação de atraso".
Isso funciona apenas se o servidor estiver permitindo compensação de atraso (sv_unlag 1) e se o jogador que esta disparando estiver solicitando compensação de atraso (cl_lc 1 - observe que o jogador tambem deve estar prevendo o disparo de arma tambem no lado do cliente ou se cl_lc for ignorado ) Nao mude isso. Veja também cl_lw. |
|
cl_logocolor | #Valve_Orange | string | interface | Isto define a cor do spray: #Valve_Blue, #Valve_Brown, #Valve_Dkgray, #Valve_Ltblue, #Valve_Ltgray, #Valve_Green, #Valve_Orange, #Valve_Red, #Valve_Yellow | |||
cl_logofile | lambda | string | interface | Isto define qual o tipo do spray: 8ball1, andre, camp1, chick1, chuckskull, devl1, gun1, lambda, skull, smiley, splatt, tiki, v_1 | |||
cl_lw | 1 | 0 | 1 | booleano | netcode | Isso é chamado de "previsão de disparo de armas do lado do cliente".
A que isso se refere é o conjunto instantaneo de efeitos que ocorrem quando o botão de disparo é pressionado. Esses efeitos sao todos feitos no lado do cliente se a previsao de disparo de armas no lado do cliente estiver ativada (cl_lw é 1). Os efeitos incluem: iniciar a animacao de disparo de armas, mostrar qualquer focinho, criar projeteis ejetados, desenhar decalques e balas no ponto de impacto na parede do nível, iniciar o disparo de armas, etc. No entanto, a determinação real de se o tiro (pelo menos para armas de varredura) atingiu outro jogador agora e sempre foi feito no servidor. Se isso estiver desativado, a compensação de atraso tambem estara desativada. Veja cl_lc. |
|
cl_minmodels | 0 | 0 | 1 | booleano | video | Ativa a exibição apenas de 2 modelos minimos: leet para TERROR e gign e para CT and vip.mdl, ativar podera melhorar o desempenho.. Testado em 2020 funciona e o time fica igual. | |
cl_movespeedkey | 0.52 | 0 | 0.52 | float | movimento | A velocidade na qual voce se move quando +speed esta ativo. Existe no cs mas nao serve nada. | |
cl_needinstanced | 0 | 0 | 1 | booleano | developer | A ativacao dessa opcao imprimira no console algumas informacoes sobre os modelos que estao sendo carregados (modelos de armas). Voce precisa do comando developer 1 para ver as informacoes. E voce precisa do lado do servidor sv_instancedbaseline 1. (Este ja e 1 por padrao) bastante inutil este comando. | |
cl_nosmooth | 0 | 0 | 1 | booleano | netcode | Ele define se os erros de previsao serao corrigidos sem problemas ao longo do tempo de cl_smooth. Se definido como 1, a suavizacao do erro de previsao sera desativada (o mesmo com cl_smoothime 0). Existe no cs mas não serve nada. | |
cl_observercrosshair | 1 | 0 | 1 | booleano | interface | Isso permite a mira no modo espectador de aparencia livre. Esta com defeito, funciona apenas se voce morrer e a camera estiver configurada para aparencia livre. Apos alterar o modo de exibicao, ela nao funcionara, exceto na proxima rodada, se voce morrer e estiver no modo de aparencia livre novamente. Existe no cs mas não serve nada. | |
cl_pitchdown | 89 | inteiro | interface | Define o angulo maximo de visao para olhar para baixo. Isso esta bloqueado e nao pode ser alterado no CS. Quando muda leva kick. | |||
cl_pitchspeed | 225 | 50 | float | movimento | Esta é a rapidez com que a sua visao se move para cima / para baixo usando os comandos +lookup / +lookdown. | ||
cl_pitchup | 89 | inteiro | interface | Define o angulo maximo de visao para procurar. Isso esta bloqueado e nao pode ser alterado no CS. | |||
cl_pmanstats | 0 | 0 | 1 | booleano | interface | Ele exibe na tela informacoes sobre particulas. As particulas são granadas de fumaça (talvez existam outras coisas, mas eu não vi outra coisa que pudesse mudar esse medidor de particulas). Bastante inutil.
"Numero de particulas" é o numero de particulas que estao no mapa no momento. "Particulas desenhadas" é a quantidade de particulas desenhadas na tela no momento. "CMiniMem Free" é a quantidade de memoria disponivel para fumantes. |
|
cl_radartype | 0 | 0 | 1 | booleano | interface | Radar opaco ou transparente. Testado em 2020 | |
cl_rate | 9999 | 1000 | 20000 | inteiro | netcode | Isso é quantos bytes por segundo o cliente envia ao servidor. Nota: É um comando, mas funciona como um cvar, exceto que as vezes nao funciona se voce tentar configura-lo no seu cfg. | |
cl_resend | 6 | 1.5 | 20 | float | conexao | Atraso em segundos antes que o cliente reenvie a tentativa de 'conexao'. É quando voce tem problemas para conectar-se ao servidor e quando ve: "Tentando conectar novamente ao servidor # 1". E isso nao tem nada a ver com o netcode como as pessoas originalmente. | |
cl_righthand | 1 | -1 | 1 | inteiro | interface | Se estiver definido como -1, você tera suas armas na mao esquerda e sua faca na mao direita. Se estiver definido como 0, todas as armas estarao na mao esquerda. Se estiver definido como 1, todas as armas estarão a direita. ( somente em Opengl e D3D ) | |
cl_shadows | 1 | 0 | 1 | booleano | video | Ativa as sombras do jogador (pequeno circulo preto), Testado em 2020, funciona.. | |
cl_showerror | 0 | 0 | 1 | booleano | interface | Mostre os erros de previsao em sua tela. bastante inutil este comando. | |
cl_showevents | 0 | 0 | 1 | booleano | interface | Permite a exibição de eventos como disparo de armas, todos os eventos sao listado em: cstrike/events/. mostra umas frases sem sentido na tela, bastante inutil este comando. | |
cl_showfps | 0 | 0 | 1 | booleano | interface | Mostra seu FPS atual no canto superior esquerdo da tela.(funciona no modo Opengl) Testado em 2020, funciona. | |
cl_showmessages | 0 | 0 | 1 | booleano | interface | Despejar o trafego de rede no console. Ele precisa do developer 1 para funcionar. ( Msg: svc_time, Msg: svc_clientdata, Msg: svc_packetentities )bastante inutil este comando. | |
cl_shownet | 0 | 0 | 2 | inteiro | netcode | 0 Nao exiba nenhuma informação. 1 Imprimir o tamanho atual do pacote recebido em bytes. 2 Imprima informacoes sobre a corrente no próximo pacote e seu tamanho. ( 8:svc_time, 13:svc_clientdata, 16:svc_deltapacketentities, 21:END OF MESSAGE ) |
|
cl_sidespeed | 400 | inteiro | movimento | Define a velocidade usando as teclas Mover para a esquerda e Mover para a direita (+ moveleft e + moveright). Isso é limitado pelo lado do servidor sv_maxspeed. E em CS isso é limitado pela velocidade por arma. Isso deve ser igual a cl_backspeed e cl_forwardspeed ou voce tera problemas em manter pressionada a frente e a esquerda ao mesmo tempo, por exemplo. | |||
cl_slist | 10 | inteiro | conexao | Este é o numero de segundos para esperar no maximo pelas respostas ao executar um ping "slist" na LAN. As respostas que chegarem depois serão ignoradas. | |||
cl_smoothtime | 0.1 | float | netcode | Ele define a quantidade de tempo que a visualização estara correta apos um erro de previsão. Se definirmos cl_smoothtime como 0 (ou cl_nosmooth como 1), nossa interpolação não sera 'suavizada' ou corrigida e veremos a posição real dos jogadores. Observe que isso causara um salto nos movimentos dos jogadores, mas eles estarão corretos. | |||
cl_solid_players | 1 | 0 | 1 | booleano | netcode | Se tiver em 1 voce para ao enconstar em outra pessoa, se tiver em 0 ao encostar vc vai ficar tremendo. O comando inutil. | |
cl_timeout | 300 | inteiro | conexao | Quando voce esta inativo, após alguns segundos o servidor desconecta voce. Isso tambem é controlado pelo sv_timeout (lado do servidor) | |||
cl_updaterate | 20 | 10 | 102 | inteiro | netcode | É o numero de atualizacoes por segundo que voce esta solicitando ao servidor. | |
cl_upspeed | 320 | inteiro | movimento | Define a velocidade usando as teclas de subida / descida (+ movimento / + movimento). Isso é limitado pelo lado do servidor sv_maxspeed. E em CS isso é limitado pela velocidade por arma. | |||
cl_vsmoothing | 0.05 | 0.0 | float | netcode | Isso é chamado de "Suavização da vista", permite a interpolacao entre os vetores da vista. Suaviza / interpola a origem e os angulos da vista ao andar de trem / plataforma. 0,05 deve ser bom (se voce tiver acima de 20 fps) e 0 o desativa, por isso deve aumentar seus fps. | ||
cl_waterdist | 4 | inteiro | interface | Compensa a vista ao longo da superficie da agua. | |||
cl_weaponlistfix | 0 | 0 | 1 | booleano | netcode | Era para consertar um bug no codigo HL1 original relacionado a mensagem do usuario do WeaponList - a mensagem seria ignorada apenas se isso fosse definido. bastante inutil este comando. | |
cl_weather | 1 | 0 | 3 | inteiro | video | Permite chuva em de_aztec, 1 causara algumas gotas de chuva, 2 aumentara e 3 causara uma chuva torrencial.
Desativa para melhorar o desempenho. |
|
cl_yawspeed | 210 | 0 | float | movimento | Define a velocidade de rotacao com +left e +right. | ||
com_filewarning | 0 | Este comando não existe mais, foi desativado. | |||||
console | 1 | 0 | 1 | booleano | interface | Este comando não existe mais, foi desativado., antigamente se tivesse em 0 não era possivel abrir mais o console. | |
con_color | 255 180 30 | string | interface | Sets the color of chat messages. in RGB. In Won (the system before Steam), it was used to change the console text color as well. | |||
con_fastmode | 0 | Este comando não existe mais, foi desativado. | |||||
con_notifytime | 4 | 0 | inteiro | interface | The amount of time in seconds developer messages stay in the upper-left before disappear of the screen. | ||
coop | 0 | 0 | 1 | booleano | servidor | This was to enable the cooperative mode in Quake. This is not working in HL1 because there is NO coop mod (not working in CS either because CS is multi player). | |
crosshair | 1 | 0 | 1 | booleano | video | Enables the red dot at the middle of awp/scout/g3sg1/sg550 crosshairs. | |
c_maxdistance | 200 | float | cheat | This is the maximum distance of the camera in third person (see cam_command) using +camdistance (cmd). | |||
c_maxpitch | 90 | float | cheat | This is the maximum pitch of the camera in third person (see cam_command) using +cammousemove (cmd). | |||
c_maxyaw | 135 | float | cheat | This is the maximum yaw of the camera in third person (see cam_command) using +cammousemove (cmd). | |||
c_mindistance | 30 | float | cheat | This is the minimum distance of the camera in third person (see cam_command) using +camdistance (cmd). | |||
c_minyaw | -135 | float | cheat | This is the minimum yaw of the camera in third person (see cam_command) using +cammousemove (cmd). | |||
deathmatch | 0 | 0 | 1 | booleano | servidor | It defines if the servidor is multi player (1) or single player (0). When you launch a listen or dedicated servidor, this is auto set to 1. This only stay on 0 if you launch a map by map "mapname" or you play HL single player. | |
decalfrequency | 30 | 0 | inteiro | servidor | Sets the frequency at which players can spray their logos. Amount is in seconds, 0 means no delay (spray as fast as you can). | ||
default_fov | 90 | 10 | 150 | inteiro | interface | Sets the field of view in Half-Life. In CS changing it only takes effect when zoomed out over your body in spectator mode after you die. Also this will mess with your sensitivity if you try to adjust it. In Half-Life this could be used to get a "zoom" effect even for a gun without a scope | |
developer | 0 | 0 | 2 | inteiro | interface | Enables developer mode. Developer mode can be used to show information on screen and prints advanced informations into console. Developer 2 gives more advanced informations than developer 1. | |
dev_overview | 0 | 0 | 1 | booleano | cheat | It shows the overview map created by the game. Used for mappers, to get overview image. | |
direct | 0.9 | 0.75 | 1.0 | float | video | Determines scaling of ambient/direct lighting on studio models. | |
displaysomlist | 0 | 0 | 1 | booleano | servidor | If set, this shows the AI som list to the console (only with developer 2). | |
d_mipcap | 0 | 0 | 3 | inteiro | video | It sets a maximum quality for all textures, close or far.
0 High texture detail. 1 Medium texture detail. 2 Low texture detail. 3 Minimum texture detail. ( somente em modo software.) |
|
d_mipscale | 1 | inteiro | video | It sets the maximum scaled quality of distant textures.
0 Full object detail 1 Some object detail 2 Medium object detail 3 Low object detail And i think you can go over 3. ( somente em modo software.) |
|||
d_spriteskip | 0 | 0 | 1 | booleano | video | It enables fast sprites rendering. It will skip rendering every N scanlines. ( somente no modo Software ) | |
edgefriction | 2 | inteiro | servidor | This is used to add slowdown when jumping off of an edge. When jumping off of a platform that is 70 units from the ground, the effect of edgefriction is greatly increased. When set higher, the force pulling you down is greater. (Gravity in a sense) | |||
ex_interp | 0.1 | 0.009 | 0.1 | inteiro | netcode | ex_interp sets the amount of time (in seconds) to interpolate in between each successive update(cl_updaterate).
Set this variable to 0 and nothing else. Counter-Strike will automatically set your ex_interp to 1/cl_updaterate (i.e. your console will say: "ex_interp forced up to xx msec"). This is because the time in between each packet is exactly 1/(the # of updates per second), so this is how long you want your client to interpolate. |
|
fakelag | 0 | inteiro | cheat | Simulates lag when the value is higher than 0. Higher value is more lag. | |||
fakeloss | 0 | inteiro | cheat | Simulates loss when the value is higher than 0. Higher value is more loss, sv_cheats must be enabled for this to work. | |||
fastsprites | 1 | 0 | 2 | inteiro | video | Defines quality of smokepuffs, 0 being the worst and 2 being the best. Set to lower quality to improve performance. | |
fps_max | 72 | 20 | 1000 | float | video | Set the maximum frames per second. You can only have over 100 if developer is 1 (on). | |
fps_modem | 0 | 20 | 100 | float | video | This is the old fps_max CVar for Internet. Leave this at 0 and use fps_max. | |
fs_lazy_precache | 0 | 0 | 1 | booleano | conexao | Normally this toggle is disabled which in turn enables the game to load all of the necessary som files for that specific map before the game starts. If this toggle is enabled the game will not preload the som files during the start of the map, instead the som files will only be loaded when they are necessary. The som files will stay in memory after they are loaded in order to increase performance of the game by not having to reload the same som files from the hard drive every time that the som file is used. | |
fs_perf_warnings | 0 | 0 | 1 | booleano | developer | Controls printing of warnings about texture resampling. It needs developer to be 1 (On). | |
fs_precache_timings | 0 | 0 | 1 | booleano | developer | Perf printouts about som and model loading. It needs developer to be 1 (On). | |
fs_startup_timings | 0 | 0 | 1 | booleano | developer | Controls a bunch of console spew about timings at startup time for the engine. It needs developer to be 1 (On). | |
gamma | 2.5 | 1.8 | 3 | float | video | Sets the gamma value. | |
gl_affinemodels | 0 | 1 | 0 | booleano | video | Applies opengl perspective correction hints: e.g.: glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); ( somente no modo Opengl e D3D ) | |
gl_alphamin | 0.25 | booleano | video | This controls how filtering of alpha-masked textures (gratings, fences, screen-door stuff) affects the appearance of edges. Higher values makes these items (i.e. the gratings,fences,etc.) look "skinnier", 1 makes them absolutely disappear. ( somente no modo Opengl e D3D ) | |||
gl_clear | 0 | 0 | 1 | booleano | video | If you enable gl_clear, it will clear the color-buffer. Basically, this means that when the camera can see into the void, either because of the map extending past the farclip plane or there is some kind of corruption of the map data. This is often used as a debugging tool as the 'gl_clear' color is red. It's used by Mappers to see if there are leaks in their maps. It seems that in D3D, it turns everything to red even if you are not outside the map. ( somente no modo Opengl e D3D ) | |
gl_cull | 1 | 0 | 1 | booleano | video | Enables opengl GL_CULL_FACE setting. | |
gl_d3dflip | 0 | 0 | 1 | booleano | video | This CVar have only a effect in D3D mode. It enable reversed rendering order. With nVidia Detonator 53.03 and gl_d3dflip 0, you can get a WH.
If you are having mouse lags problems in D3D( most of time in smokes ), you can try gl_d3dflip 1, it will reduce the lag or fix it. ( somente no modo D3D ) |
|
gl_dither | 1 | 0 | 1 | booleano | video | 16 bit OpenGL rendering can use a form of dithering where the lack of colour depth is hidden by rounding different ways depending on the pixel being drawn. Setting to 0 can theoretically be faster or less hideous. Then again, it could look more bland. It depends on personal preference. It seems that at 32 bit it don't have effect on walls but only on sky. ( somente no modo Opengl e D3D ) | |
gl_flipmatrix | 0 | 0 | 1 | booleano | video | It's a fix for your crosshair if you are using 3dfx drivers (Old video cards, example: Voodoo, Voodoo2, Rush or Banshee.) Maybe in CS 1.6 you can't even use 3dfx servidors since there is no option like in 1.5 to enable it. If you use that with others drivers you'll get your AWP/Scout crosshair buggued. ( somente no modo Opengl e D3D ) | |
gl_fog | 1 | 0 | 1 | booleano | video | Turn On/Off the fog effect. This was made for CZ and not for 1.6 but it can work in 1.6. It only works in de_inferno_cz. But with this you can get a colored map (or make it work in all maps) : You must have -dev in the launch parameters and set cl_fog_density to 1 + cl_fog_r/cl_fog_r/cl_fog_g (those control the color). ( somente no modo Opengl ) | |
gl_keeptjunctions | 1 | 0 | 1 | booleano | video | Keep collinear points added by QCSG/QBSP to fix T-junctions. If you set it to 0 you will see cracks between some textures. ( somente no modo Opengl e D3D ) | |
gl_lightholes | 1 | 0 | 1 | booleano | video | Controls whether to apply lighting to surfaces with “holes” (not sure if this still actually works). ( somente no modo Opengl e D3D ) | |
gl_max_size | 512 | 256 | 512 | inteiro | video | The maximum pixel size which textures are loaded in. The value must be a multiple of 16 to prevent white textures, when a texture is larger than gl_max_size it will be cropped into that size, if that size isn't a multiple of 16 it will become a white texture. Although gl_max_size has no maximum value, a value of 512 is the most realistic maximum value of gl_max_size. ( somente no modo Opengl e D3D ) | |
gl_monolights | 0 | 0 | 1 | booleano | video | Create uniform light source, no shadows. (Can also be called FullBright). When a grenade explode in a area or you turn on your flashlight, the gamma of this area will go back to normal. ( somente no modo Opengl e D3D ) | |
gl_nobind | 0 | 0 | 1 | booleano | video | Foi desativado. | |
gl_nocolors | 0 | 0 | 1 | booleano | video | Foi desativado. | |
gl_overbright | 0 | 0 | 1 | booleano | video | Saturated lighting. Makes lighting more natural and realistic. ( somente para o modo D3D.) | |
gl_palette_tex | 1 | 0 | 1 | booleano | video | Enable/disable support for paletted textures. If the GL driver you're using doesn't support the extension, this won't make any difference. But some cards support the extension poorly and support must be disabled using this variable. | |
gl_picmip | 0 | 0 | 3 | inteiro | video | Sets the rendering quality - * higher the number is faster but lower quality
Don't set it over 3 or cs will crash. ( somente para o modo Opengl e D3D. ) |
|
gl_playermip | 0 | 0 | 1 | booleano | video | Foi desativado. | |
gl_polyoffset | 0.1/4 | -0.001 | 25 | inteiro | video | Amount of offset to apply to decals on polygons. somente para o modo Opengl e D3D. ) | |
gl_reporttjunctions | 0 | 0 | 1 | booleano | video | Foi desativado. | |
gl_round_down | 3 | 0 | 5 | inteiro | video | This is the textures accuracy or the textures rounding. When textures need to be resized they are rounded up or down depending of this. Setting it to a low value SHOULD make the textures rendered more accurately and setting it to a high value SHOULD make the textures accuracy worse. I say "SHOULD" because it can depend of video card. The max value SHOULD be 5 but again it can depend of video card. ( somente para o modo Opengl e D3D. ) | |
gl_spriteblend | 1 | 0 | 1 | booleano | video | It enabled alpha-blending on sprites. It's like the rendering quality to the sprites (gl_spriteblend 0 = bad quality), blood n stuffs.(0=more blood) ( somente para o modo Opengl e D3D. ) | |
gl_wateramp | 0.3 | float | video | It amplifies the water's waves (in maps with water of course). This cvar can only be changed by sv_wateramp(servidor Side). ( somente para o modo Opengl e D3D. ) | |||
gl_wireframe | 0 | 0 | 3 | inteiro | video | gl_wireframe 1 does the former, placing glowing lines on each face that the engine is drawing which show how it is being split up. gl_wireframe 2 does the same thing, but the lines it creates can be seen through walls, thus allowing you to tell how much of the map is being drawn (including other areas that maybe should not be drawn!).
gl_wireframe 1, then, is good for seeing how faces are being split etc. gl_wireframe 2 is best for seeing if your VIS blockers are actually working and stopping other areas from being drawn. This is used by mappers to see what is calculated to improve the performances of their maps. ( somente no modo Opengl ) |
|
gl_zmax | 4096 | inteiro | video | Sets max zbuffer size. This the max viewable distance. Setting it to 0 in D3D renderer makes you see through walls. Since people was cheating with it, VALVe added a protection and this cvar can now only be changed with sv_zmax ( servidor Side ). ( somente no modo Opengl e D3D ) | |||
gl_ztrick | 0 | 0 | 1 | booleano | video | Z-buffer half range, but no clears (saves fill rate). Enabling this might cause distant objects to flicker. If you want more fps, enable this. ( somente no modo Opengl e D3D ) | |
graphheight | 64 | inteiro | netcode | Sets the height of net_graph. | |||
hisom | 1 | 0 | 1 | booleano | audio | Toggles high quality som. | |
HostMap | string | servidor | When a map is changed with the "map" command, this cvar is set automatically to the map name. For multi player, this is only set when you launch the servidor because the first map is launched using the command "map", but when changing map, "changelevel" is used. | ||||
hostname | string | servidor | Sets the name of the servidor. | ||||
hostport | 0 | inteiro | servidor | Sets the port to use for your servidor. This CVar has the same effect as the CVar "port" except that if "hostport" is not 0, it is used instead of "port". | |||
host_framerate | 0 | float | servidor | This scales the clock, but only in single player or during demo playback (can be used for fast forward). | |||
host_killtime | 0 | 0 | inteiro | servidor | Sets a time delay before killing the servidor. | ||
host_profile | 0 | 0 | 1 | booleano | servidor | Displays the number of clients connected and their network latency. | |
host_speeds | 0 | 0 | 1 | booleano | servidor | Displays Host FPS, network latency, transfer rates, rendering rates and number of entities for the map. | |
hpk_maxsize | 1.5 | float | conexao | Defines the maximum size of custom.hpk in your cstrike folder, custom.hpk is used to store other players logos in. It's value is in MB, a value of 0 means no maximum size. | |||
hud_capturemouse | 1 | 0 | 1 | booleano | interface | If disabled, there is no mouse cursor in the command menu. This doesn't work in CS 1.6 and DoD 1.3 because the command menu no longer accept number binds. But this still work in HL, TFC and some others mods. | |
hud_centerid | 0 | 0 | 1 | booleano | interface | Toggles whether the player names are shown in the lower left corner or in the middle of the screen. Player name is shown when your aiming at another player. | |
hud_classautokill | 1 | 0 | 1 | booleano | interface | If enabled, automatically kill yourself after choosing a new player class in TFC. | |
hud_deathnotice_time | 6 | inteiro | interface | Sets the amount of seconds death notices are shown. | |||
hud_draw | 1 | 0 | 1 | booleano | interface | Enables drawing of the HUD. | |
hud_drawhistory_time | 5 | inteiro | interface | Sets the ammount of seconds HUD icons are shown. For example buy icons. | |||
hud_fastswitch | 0 | 0 | 1 | booleano | interface | Toggles fast weapon switch. If on, then weapons switch immediately, when you press a number key(They must be bound to slotX commands). This has no effect when you're scrolling through your weapons(using invprev and invnext). | |
hud_saytext | 1 | 0 | 1 | booleano | interface | Ativa e Desativa as mensagens de texto dentro do jogo ( se digita em branco tambem vai ativando e desativando). | |
hud_saytext_internal | 1 | 0 | 1 | booleano | interface | It enables the in-game chat. hud_saytext (cmd) toggles this CVar. This is only in CS, CZ & DoD. | |
hud_saytext_time | 5 | inteiro | interface | Sets the amount of seconds chat messages are shown. | |||
hud_takesshots | 0 | 0 | 1 | booleano | interface | Enables taking snapshots at the end of maps. | |
humans_join_team | any | string | servidor | This is used for team restrictions. Set it to "any" to allow all teams (default), to "ct" to only allow Counter-Terrorists, and to "t" to only allow Terrorists. | |||
ip | localhost | string | servidor | If the connection with steam servidor can't be make, you'll need to use this variable in the servidor command line specifying the servidor's ip. | |||
joyadvanced | 0 | 0 | 1 | booleano | joystick | This enables the use of the advanced axes variables starting by joyadvaxisX where X is the axis letter. | |
joyadvaxisr | 0 | 0 | 20 | inteiro | joystick | Controls mapping of DirectInput axis R (typically joystick rudder).
It can be set to the following controls: 0 = Axis not used 1 = Axis is for forward and backward movement 2 = Axis is for looking up and down (pitch) 3 = Axis is for side to side movement 4 = Axis is for turning left and right (yaw) Additionally, it can be designated as an absolute axis (like a joystick) or a relative axis (like the FPgaming trackball or the WingMan Warrior SpinControl). Absolute axes are defined as having a stopping position whereas relative axes don't have a stopping position and just go around and around. To designate this axis as a relative axis, add 16 to the above control number. This will not have any effect until joyadvanced is set to 1.0. |
|
joyadvaxisu | 0 | 0 | 20 | inteiro | joystick | Controls mapping of DirectInput axis U (custom axis).
It can be set to the following controls: 0 = Axis not used 1 = Axis is for forward and backward movement 2 = Axis is for looking up and down (pitch) 3 = Axis is for side to side movement 4 = Axis is for turning left and right (yaw) Additionally, it can be designated as an absolute axis (like a joystick) or a relative axis (like the FPgaming trackball or the WingMan Warrior SpinControl). Absolute axes are defined as having a stopping position whereas relative axes don't have a stopping position and just go around and around. To designate this axis as a relative axis, add 16 to the above control number. |
|
joyadvaxisv | 0 | 0 | 20 | inteiro | joystick | Controls mapping of DirectInput axis V (custom axis).
It can be set to the following controls: 0 = Axis not used 1 = Axis is for forward and backward movement 2 = Axis is for looking up and down (pitch) 3 = Axis is for side to side movement 4 = Axis is for turning left and right (yaw) Additionally, it can be designated as an absolute axis (like a joystick) or a relative axis (like the FPgaming trackball or the WingMan Warrior SpinControl). Absolute axes are defined as having a stopping position whereas relative axes don't have a stopping position and just go around and around. To designate this axis as a relative axis, add 16 to the above control number. |
|
joyadvaxisx | 0 | 0 | 20 | inteiro | joystick | Controls mapping of DirectInput axis X (typically joystick left and right).
It can be set to the following controls: 0 = Axis not used 1 = Axis is for forward and backward movement 2 = Axis is for looking up and down (pitch) 3 = Axis is for side to side movement 4 = Axis is for turning left and right (yaw) Additionally, it can be designated as an absolute axis (like a joystick) or a relative axis (like the FPgaming trackball or the WingMan Warrior SpinControl). Absolute axes are defined as having a stopping position whereas relative axes don't have a stopping position and just go around and around. To designate this axis as a relative axis, add 16 to the above control number. This will not have any effect until joyadvanced is set to 1.0. |
|
joyadvaxisy | 0 | 0 | 20 | inteiro | joystick | Controls mapping of DirectInput axis Y (typically joystick forward and backward).
It can be set to the following controls: 0 = Axis not used 1 = Axis is for forward and backward movement 2 = Axis is for looking up and down (pitch) 3 = Axis is for side to side movement 4 = Axis is for turning left and right (yaw) Additionally, it can be designated as an absolute axis (like a joystick) or a relative axis (like the FPgaming trackball or the WingMan Warrior SpinControl). Absolute axes are defined as having a stopping position whereas relative axes don't have a stopping position and just go around and around. To designate this axis as a relative axis, add 16 to the above control number. This will not have any effect until joyadvanced is set to 1.0. |
|
joyadvaxisz | 0 | 0 | 20 | inteiro | joystick | Controls mapping of DirectInput axis Z (typically joystick throttle).
It can be set to the following controls: 0 = Axis not used 1 = Axis is for forward and backward movement 2 = Axis is for looking up and down (pitch) 3 = Axis is for side to side movement 4 = Axis is for turning left and right (yaw) Additionally, it can be designated as an absolute axis (like a joystick) or a relative axis (like the FPgaming trackball or the WingMan Warrior SpinControl). Absolute axes are defined as having a stopping position whereas relative axes don't have a stopping position and just go around and around. To designate this axis as a relative axis, add 16 to the above control number. This will not have any effect until joyadvanced is set to 1.0. |
|
joyforwardsensitivity | -1.0 | float | joystick | Controls the ramp-up speed or how much joystick movement is required for moving "full speed" forward and backward. | |||
joyforwardthreshold | 0.15 | float | joystick | Controls the dead-zone for moving forward and backward. | |||
joypitchsensitivity | 1.0 | float | joystick | Controls the speed or ratio used when you look up and down. | |||
joypitchthreshold | 0.15 | float | joystick | Controls the dead-zone for looking up and down. | |||
joysidesensitivity | -1.0 | float | joystick | Controls the ramp-up speed or how much joystick movement is required for moving "full speed" side to side. | |||
joysidethreshold | 0.15 | float | joystick | Controls the dead-zone for moving side to side. | |||
joystick | 0 | 0 | 1 | booleano | joystick | Enables the use of a joystick. | |
joywwhack1 | 0 | 0 | 1 | booleano | joystick | This is one of the two variables which enable special response curves tuned for the Logitech Wingman Warrior joystick. When enabled, this fixes a centering problem. |
|
joywwhack2 | 0 | 0 | 1 | booleano | joystick | This is one of the two variables which enable special response curves tuned for the Logitech Wingman Warrior joystick.
When enabled, this fixes an "out of control" spin problem when using the joystick to turn or look left/right. |
|
joyyawsensitivity | -1 | float | joystick | Controls the speed that or ratio used when you look left to right. | |||
joyyawthreshold | 0.15 | float | joystick | Controls the dead-zone for looking left and right. | |||
lambert | 1.5 | float | video | Define o nivel de lambert. Lambert é o modelo de jogador que ilumina. Existe no cs mas nao serve nada. | |||
lightgamma | 2.5 | 1.9 | 2.5 | float | video | Sets the in game lightgamma. It has a protection to be forced to 2.5 when connecting to a servidor, but it's like a "broken" protection because the gamma is set before the protection is set, so you can still change this before connecting to a servidor. When a grenade explode in a area or you turn on your flashlight, the gamma of this area will go back to normal. If changed, it might crash the game. **Paft edit: Actually, yes, 0 used to be lowest and now crashes the game, but 1.9 is the new low.** | |
loadas8bit | 0 | 0 | 1 | booleano | audio | Toggles the use of 8 bit som, which is lowest quality. On = 8 Bit. Off = 16 Bit. | |
logsdir | logs | string | servidor | Defines the directory where the servidor logs will be created with the "log" command. | |||
lookspring | 0 | 0 | 1 | booleano | mouse | Enables automatic view centering when Mouse Look is disabled (-mlook). It should be set during mouse look is enabled(+mlook). It also disable the up and down mouse movements. | |
lookstrafe | 0 | 0 | 1 | booleano | mouse | When enabled, the left/right mouse movements make you strafe instead of turn. | |
lservidorcfgfile | listenservidor.cfg | string | servidor | Sets the config file which is loaded when the listen servidor start. | |||
mapchangecfgfile | string | servidor | This sets the config file which is loaded at each map change. | ||||
mapcyclefile | mapcycle.txt | string | servidor | This sets the file which will be used for the map cycle. | |||
max_queries_sec | 0.5 | float | servidor | It's part of the rate limiting code to Out-Of-Band queries (i.e. players, info). It defines max queries per second per user (averaged over max_queries_window). |
|||
max_queries_sec_global | 10 | inteiro | servidor | It's part of the rate limiting code to Out-Of-Band queries (i.e. players, info). It defines max queries per second for all queries. | |||
max_queries_window | 30 | inteiro | servidor | It's part of the rate limiting code to Out-Of-Band queries (i.e. players, info). It defines time window to average query rates over. | |||
max_shells | 120 | inteiro | video | Maximum number of shells which can go out of all other player's weapon's at one time. | |||
max_smokepuffs | 120 | inteiro | video | Maximum number of smoke puffs that go out the smoke grenades and your bullets (on the wall) at one time. | |||
model | barney | string | video | Sets your model in Half-Life. Valid models names: barney, gina, gman, gordon, helmet, hgrunt, recon, robo, scientist, zombie. | |||
motdfile | motd.html | string | servidor | Sets the file to use as message of the day (welcome screen). | |||
MP3FadeTime | 2 | inteiro | audio | This is how much seconds a mp3 will take to fade completely out using the "cd fadeout" command. | |||
MP3Volume | 0.8 | 0 | float | audio | Sets the Mp3's volume level. | ||
mp_allowmonsters | 0 | 0 | 1 | booleano | servidor | Allow or not the spawning of monsters in multiplayer. (Half-Life only) | |
mp_autocrosshair | 0 | 0 | 1 | booleano | interface | If sv_aim is 1, this enables the red crosshair in multiplayer. | |
mp_autokick | 1 | booleano | servidor | Enable automatic team-killer banning and idle client kicking. | |||
mp_autoteambalance | 1 | 0 | 1 | booleano | servidor | Toggles auto balancing of teams. | |
mp_buytime | 1.5 | 0.25 | float | servidor | Designate the desired amount of buy time for each round. | ||
mp_c4timer | 45 | 15 | 90 | inteiro | servidor | C4 timer duration. Minimum of 15, maximum of 90. Value should be 35 sec in matches. | |
mp_chattime | 10 | 1 | inteiro | servidor | Amount of time in seconds players can chat after the game is over. | ||
mp_consistency | 1 | 0 | 1 | booleano | servidor | This checks to see that the client connecting has not modified his models or soms in order to give him an unfair advantage. For some models, it check only the size, to see if it don't exceed the hitboxes. But this doesn't check all models/soms/... Some exploitable one are still here like the smoke sprite. (to gain no smoke) | |
mp_decals | 300 | inteiro | video | It sets the maximum decals (Spray logo, bullet holes, grenade scorch, blood on ground) VISIBLE on the screen. It has to be set before connection to servidor. It's not the same as r_decals. | |||
mp_defaultteam | 0 | 0 | 1 | booleano | servidor | If this is set to 1, then players are forced on to the first team (team index 0) when they join. Otherwise, they are forced to join the team with fewest players. If they are forced to join the first team by the map (mp_defaultteam 1), then players are not allowed to change teams during that map (unless the map changes their team for them). This is one of the map properties, so the map will automatically set the cvar value depending of what the mapper chose. | |
mp_fadetoblack | 0 | 0 | 1 | booleano | servidor | When set to 1, player's screen fades to black for the remainder of the round when he dies (hud still works normally so player can chat and see the scores, etc.) Overrides mp_forcechasecam | |
mp_falldamage | 0 | 0 | 1 | booleano | servidor | Enables realistic fall damage in Half-Life. | |
mp_flashlight | 0 | 0 | 1 | booleano | servidor | Set to 1 to enable the use of flashlights, 0 to disable. | |
mp_footsteps | 1 | 0 | 1 | booleano | servidor | Set to 1 to enable footsteps, 0 to disable. | |
mp_forcecamera | 0 | 0 | 3 | inteiro | servidor | This cvar was added in CS 1.4, and seems to be exactly the same as mp_forcechasecam. If mp_forcecamera and mp_forcechasecam are both set to an other value than 0, mp_forcecamera will be ignored and mp_forcechasecam value will be used instead.
0 You can spectate anyone 1 You can spectate teammates only + No Free Look 2 Only first person mode is allowed 3 You can spectate teammates only (Free Look works) |
|
mp_forcechasecam | 0 | 0 | 3 | inteiro | servidor | This cvar seems to be exactly the same as mp_forcechasecam. If mp_forcecamera and mp_forcechasecam are both set to an other value than 0, mp_forcecamera will be ignored and mp_forcechasecam value will be used instead.
0 You can spectate anyone 1 You can spectate teammates only + No Free Look 2 Only first person mode is allowed 3 You can spectate teammates only (Free Look works) |
|
mp_forcerespawn | 0 | 0 | 1 | booleano | servidor | If enabled, players will automatically respawn when killed. | |
mp_fraglimit | 0 | inteiro | servidor | If set to something other than 0, when anybody’s scored reaches mp_fraglimit the servidor changes map. | |||
mp_fragsleft | 0 | inteiro | servidor | mp_fragsleft is the number of frags left, if you have set mp_fraglimit. You just type mp_fragsleft in servidor console, and it tells you the number of frags left depending of mp_fraglimit. NOTE: mp_fraglimit doesn't exist in CS, and seems to only work in Half-Life. |
|||
mp_freezetime | 6 | inteiro | servidor | The length in seconds of the Freeze period at the beginning of rounds. Set to 0 to disable. | |||
mp_friendlyfire | 0 | 0 | 1 | booleano | servidor | Set to 1 to enable friendly fire, 0 to disable. | |
mp_ghostfrequency | 0.1 | float | servidor | Este comando não existe mais, foi desativado. | |||
mp_hostagepenalty | 13 | inteiro | servidor | Max. number of hostages you can kill before the servidor boots you out... setting this to 0 will shut off this command. | |||
mp_kickpercent | 0.66 | 0.0 | 1.0 | float | servidor | Sets the percentage of teammates it takes to vote off a player. | |
mp_limitteams | 2 | inteiro | servidor | Maximum number of players that one team can have over the other. To entirely disable team limiting, set to 0. | |||
mp_logdetail | 0 | 0 | 1 | booleano | servidor | Bitwise cvar to set the level of detail for logging attacks
"mp_logdetail 0" » Log no attacks "mp_logdetail 1" » Log enemy attacks "mp_logdetail 2" » Log teammate attacks "mp_logdetail 3" » Log enemy AND teammate attacks |
|
mp_logecho | 1 | 0 | 1 | booleano | servidor | If enables, servidor log messages are being displayed into servidor console. | |
mp_logfile | 1 | 0 | 1 | booleano | servidor | Enables the logging of servidor console into a file in logs/ folder. | |
mp_logmessages | 1 | 0 | 1 | booleano | servidor | Used for servidor admins to spit out chat messages in their log files. | |
mp_mapvoteratio | 0.66 | 0.0 | 1.0 | float | servidor | Set the ratio of players required to vote on the same map before a map will change. The default is 0.66 , which means that 66% of the players on a servidor must vote on the same map in order for the servidor to change to that map. | |
mp_maxrounds | 0 | inteiro | servidor | Maximum number of rounds to be played on a map, leave at 0 to obey mp_timelimit. | |||
mp_mirrordamage | 0 | 0 | 1 | booleano | servidor | Este comando não existe mais, foi desativado. | |
mp_playerid | 0 | 0 | 2 | inteiro | servidor | Toggles what information players see in the status bar
0 everyone: players see all names listed in the status bar (with appropriate team colors) 1 team only: players only see names for their teammates and hostages in the status bar 2 off: players do not see any names in the status bar (hostages included) |
|
mp_roundtime | 5 | 1 | 9 | float | servidor | Min round time is 1 min. Max round time is 9 min. Supports partial minutes (1.5 is 90 seconds). | |
mp_startmoney | 16000 | 0 | 16000 | inteiro | servidor | Sets the amount of money players start with. | |
mp_teamlist | robo;hgrunt | string | servidor | This defines the team names in HLDM depending of the models. Put nothing to allow all teams. List of valid team names: barney, gina, gman, gordon, helmet, hgrunt, recon, robo, scientist, zombie | |||
mp_teamoverride | 0 | 0 | 1 | booleano | servidor | Allows maps to override the servidor's mp_teamlist. | |
mp_timeleft | 0 | inteiro | servidor | mp_timeleft is the number of time left before the map changes, if you have set mp_timelimit. You just type mp_timeleft in servidor console, and it tells you the number of time left depending of mp_timelimit. NOTE: mp_timeleft only work in Half-Life. It's useless in CS because of the client console command "timeleft" which do exactly the same. |
|||
mp_timelimit | 0 | inteiro | servidor | Period between map rotations. | |||
mp_tkpunish | 0 | 0 | 1 | booleano | servidor | If set to 1, TK'ers will be auto-killed next round. | |
mp_weaponstay | 0 | 0 | 1 | booleano | servidor | This forces weapons to immediately respawn after one player has picked them up, allowing the next player to be able to immediately grab weapons. | |
mp_windifference | 1 | inteiro | servidor | It is used by CS for determining delta between T and CT wins for applying victory logic. | |||
mp_winlimit | 0 | inteiro | servidor | Will cycle the map after one team reaches this many wins. | |||
m_filter | 0 | 0 | 1 | booleano | mouse | Toggles mouse filter. Mouse filter smooths out mouse movements. | |
m_forward | 1 | float | mouse | It defines how fast you move forward/backward while moving your mouse. It Needs Mouse Look disabled to move forward/backward with your mouse. | |||
m_pitch | 0.022 | 0.022 | 0.022 | float | mouse | Sets the sensitivity ratio of up and down mouse movements. Negative numbers causes inverted mouse movements. This can't be changed except from the options menu with "Reverted Mouse" who sets m_pitch to -0.022 | |
m_side | 0.8 | float | mouse | It defines how fast you strafe while moving your mouse. It Needs lookstrafe 1 and Mouse Look Enabled(+mlook) to strafe with your mouse. | |||
m_yaw | 0.022 | float | mouse | Sets the sensitivity ratio of left and right mouse movements. Negative numbers causes inverted mouse movements. | |||
name | Player | string | Sets your name. | ||||
net_graph | 0 | 0 | 3 | inteiro | netcode | Enables the use of a net_graph. It displays information about your settings, ping, fps, etc. dependent on the type of net graph. For more information read this | |
net_graphpos | 0 | 0 | 2 | inteiro | netcode | Sets the position of net_graph. 0 = right, 1 = center, 2 = left | |
net_graphwidth | 192 | inteiro | netcode | Sets the width of net_graph. Higher number is wider net_graph. | |||
net_scale | 5 | inteiro | netcode | Sets the amount of bytes shown per pixel in net_graph. | |||
net_showdrop | 0 | 0 | 1 | booleano | conexao | Shows a message in console when a packet is dropped. This is for both client and servidor. | |
net_showpackets | 0 | 0 | 1 | booleano | conexao | Shows incoming/outgoing packets. This is for both client and servidor. | |
nosom | 0 | 0 | 1 | booleano | som | Should disable all som, except for certain soms like the footstep som when a bullet ricochets. | |
password | string | conexao | Sets the password of the servidor you want to connect to. This cvar is changed automatically when you enter a passworded servidor by the servidor browser. | ||||
pausable | 0 | 0 | 1 | booleano | servidor | Allow or not the players to pause the game using the pause command. | |
port | 27015 | inteiro | servidor | Sets the port to use for your servidor. | |||
rate | 20000 | 1000 | 20000 | inteiro | netcode | This is how many bytes per seconds the servidor send to the client. For internet games only (sv_lan 0), except if sv_lan_rate < 1001 on a LAN game (sv_lan 1). | |
rcon_address | string | conexao | This is to allow clients to remotely connect to a servidor/HLTV and use the rcon commands without even being in-game. Set it to the servidor's IP without the port-number (1.2.3.4). | ||||
rcon_password | string | servidor | It sets the rcon password on the servidor for the administrators to be able to use admins commands/cvars. The administrators have also to set rcon_password in their client console to be able to use admins commands/cvars with the rcon command. | ||||
rcon_port | 0 | inteiro | conexao | The port that a client can connect remote to a servidor through. See rcon_address. | |||
room_type | 0 | 0 | 28 | inteiro | som | Mappers use this to make echos in their map, this is changed automatically when the player enters in a zone with the env_som entity.
Different values: 0 = Normal (off) 1 = Generic 2 = Metal Small 3 = Metal Medium 4 = Metal Large 5 = Tunnel Small 6 = Tunnel Medium 7 = Tunnel Large 8 = Chamber Small 9 = Chamber Medium 10 = Chamber Large 11 = Bright Small 12 = Bright Medium 13 = Bright Larg 14 = Water 1 15 = Water 2 16 = Water 3 17 = Concrete Small 18 = Concrete Medium 19 = Concrete Large 20 = Big 1 21 = Big 2 22 = Big 3 23 = Cavern Small 24 = Cavern Medium 25 = Cavern Large 26 = Weirdo 1 27 = Weirdo 2 28 = Weirdo 3 |
|
r_aliastransadj | 100 | video | ( somente no modo Software ) | ||||
r_aliastransbase | 200 | video | ( somente no modo Software ) | ||||
r_ambient_b | 0 | 0 | 255 | inteiro | video | Artificially shifts the lighting of the current world by the value to blue. ( somente no modo Software ) | |
r_ambient_g | 0 | 0 | 255 | inteiro | video | Artificially shifts the lighting of the current world by the value to green. ( somente no modo Software ) | |
r_ambient_r | 0 | 0 | 255 | inteiro | video | Artificially shifts the lighting of the current world by the value to red. ( somente no modo Software ) | |
r_bmodelhighfrac | 5.0 | float | video | Este comando não existe mais, foi desativado. | |||
r_bmodelinterp | 1 | 0 | 1 | booleano | video | Controls whether moving brush models interpolate their positions (smooths presentation). | |
r_cachestudio | 1 | 0 | 1 | booleano | video | Determines whether to cache studio model “hulls” for quicker tests – the cache has a limited size/lifespan. This is a perf optimization. | |
r_cullsequencebox | 1 | 0 | 1 | booleano | video | In multiplayer, if set then instead of just testing of bbox is on back side of viewer, we check the entire frustum for the current animations extents (sequence box). | |
r_decals | 4096 | inteiro | video | It sets the decals (Spray logo, bullet holes, grenade scorch, blood on ground) limit. If higher than mp_decals, it will be set to mp_decals value (It's reset to mp_decals value when connecting to servidor). It's not the same as mp_decals. ( somente no modo Opengl e D3D ) | |||
r_detailtextures | 0 | 0 | 1 | booleano | video | Turn on/off Detailed Textures. In cs 1.6 by default there are detailed textures only for Cobble. ( somente no modo Opengl ) | |
r_drawentities | 1 | 0 | 5 | inteiro | video | Controls drawing of entities/models.
0 = no entities 1 = Default and draws entities normally 2 = entities drawn as skeletons 3 = entities drawn each bone having a bounding box 4 = entities drawn with box 5 = individual box for player and weapon NOTE: works only in SOFTWARE-mode D3D/OpenGL : Single Player Only SoftWare : Multi Player |
|
r_drawflat | 0 | 0 | 1 | booleano | video | With "r_drawflat 1", we see how the engine has to break up the surfaces to draw them. I think it's used by mappers. ( somente no modo Software ) | |
r_draworder | 0 | 0 | 1 | booleano | video | WallHack that show what is calculated through walls, used by mappers to improve map performances. ( somente no modo Software ) | |
r_drawviewmodel | 1 | 0 | 1 | booleano | video | Toggle the view of the weapon model. | |
r_dspeeds | 0 | 0 | 1 | booleano | video | 0 = Do not display renderer speed statistics.
1 = Display renderer speed statistics.(Need developer 1) ( somente no modo Software ) |
|
r_dynamic | 1 | 0 | 1 | booleano | video | Dynamic lighting is when lighted objects create projections on the walls or objects around them(example: rockets in half-life). You will gain performance by disabling this. But since a HL update it's locked to 1 in multi-player. ( somente no modo Opengl e D3D ) | |
r_fullbright | 0 | 0 | 4 | inteiro | video | Setting this to "1" means no lightmaps and would render all textures without any dynamic shadings/lighting (so what you get are brightly lit textures, so much so that even the flashlight's beam is invisible).
Setting to "2" would mean only lightmaps (all models are gouraud-shaded minus textures). NOTE : THE PARTICULAR VALUES ARE NOT FOR OPENGL, ONLY FOR SOFTWARE MODE. Okay, this might be useful for mappers. Setting to "3" means only lightmaps but with offset grid. Setting to "4" is like "3" but would also show the mip level of each surface relative to the player. |
|
r_glowshellfreq | 2.2 | inteiro | video | It sets the glowing frequency of player models. Player models are glowed by servidor plugins. For example the respawn protection in deathmatch. | |||
r_graphheight | 10 | inteiro | video | Adjusts height of graph. See r_timegraph ( somente no modo Software ) | |||
r_lightmap | 0/-1 | inteiro | video | I only get a effect with this cvar in D3D and Software:
D3D: r_lightmap -1 or 1 = White Walls. Software:r_lightmap 1 = Remove all the lights of the map, what you just see is the sky. ( somente no modo D3D e Software ) |
|||
r_lightstyle | -1 | inteiro | video | r_lightstyle 1 remove all the lights of the maps, but you can still see ennemies and sky. ( somente no modo Software ) | |||
r_luminance | 0 | 0 | 1 | booleano | video | r_luminance 1 makes all the map look blue/green. ( somente no modo Software ) | |
r_maxedges | 7200 | 7200 | inteiro | video | This variable sets the maximum number of plane surface edges to be rendered. ( somente no modo Software ) | ||
r_maxsurfs | 2000 | 2000 | inteiro | video | This variable sets the maximum number of plane surfaces to be rendered. ( somente no modo Software ) | ||
r_mirroralpha | 1 | 0 | 1 | booleano | video | Mirror reflection effect. Obsolete and not supported. | |
r_mmx | 0 | 0 | 1 | booleano | video | Isso ativa as otimizacoes do MMX. O MMX é detectado automaticamente (1 = ativado, 0 = desativado), mas voce pode ativa-lo ou desativa-lo com isso. Transfere parte da memoria do processador para o processador da placa de video ou vice e versa. | |
r_norefresh | 0 | 0 | 1 | booleano | video | Disables the refreshing of the world and HUD. ( somente no modo Opengl e D3D ) | |
r_novis | 0 | 0 | 1 | booleano | video | First you have to know what is VIS:
VIS is short for Visible Information Set. This generates what can and can't be seen from certain locations in the map. Half-Life will then use this information when running the game to help speed up rendering, by only drawing what the player can see. If r_novis is 1 (enabled), it would disable the VIS and would calculate everything in the map like the player can see everything. You can try with gl_wireframe 2 to see the effect. ( somente no modo Opengl e D3D ) |
|
r_numedges | 0 | 0 | 1 | booleano | video | Shows number of edges displayed at a time. ( somente no modo Software ) | |
r_numsurfs | 0 | 0 | 1 | booleano | video | Shows number of brush planes displayed at a time. ( somente no modo Software ) | |
r_polymodelstats | 0 | 0 | 1 | booleano | video | Displays number of polygon models shown. ( somente no modo Software ) | |
r_reportedgeout | 1 | 0 | 1 | booleano | video | It toggles the display of how many edges where not displayed. Only works with developer 1. ( somente no modo Software ) | |
r_reportsurfout | 1 | 0 | 1 | booleano | video | It toggles the display of how many surfaces where not displayed. Only works with developer 1. ( somente no modo Software ) | |
r_speeds | 0 | 0 | 1 | booleano | video | Used by mappers to see the epoly and wpoly value for map performances. | |
r_timegraph | 0 | 0 | 1 | booleano | video | Toggles display of graph showing time to draw screen. It's like net_graph but for FPS only. ( somente no modo Software ) | |
r_traceglow | 0 | 0 | 1 | booleano | video | Turns on the occlusion calculations. If enabled, light halos (made by env_glow entity) and some explosions sprites won't be seen through AI Players (hostages in CS, scientists and monsters in HL) when behind them. | |
r_wadtextures | 0 | 0 | 1 | booleano | video | r_wadtextures is used for enabling wether or not to allow included wad textures. | |
r_wateralpha | 1 | 0 | 1 | booleano | video | r_wateralpha 1 enables water alpha-blending(the default). To disable it (0), r_novis must be on. Disabling would allow you to see, from above water, everything beneath the surface of water (which in effect renders the water surface absolutely transparent.) This doesn't work with Half-Life 1 Engine. To get transparent water, mappers have to use the func_water entity. ( somente no modo Opengl e D3D ) | |
r_waterwarp | 1 | 0 | 1 | booleano | video | If 0 then there is no wave effect while being under water.
Use 0 for more visibility in water. ( somente no modo Software ) |
|
scr_centertime | 2 | inteiro | interface | The amount of time in seconds that center-screen messages stay up. (Example: "Terrorists Win!" message). Note that this only works if set before a message is printed, but not while it is on the screen. | |||
scr_connectmsg | string | interface | This is the first line of a small message in white text that is drawn on a black box at the bottom center of your screen. It is usually only visible while connecting to servidors since everything is drawn over-top of it. Also visible with r_norefresh 1 or when clipping outside of the map. Depending on your hand model when disconnecting from a servidor, it may only be partially visible when connecting to another. | ||||
scr_connectmsg1 | string | interface | The second line of the Connnect-Message box. See scr_connectmsg. | ||||
scr_connectmsg2 | string | interface | The third line of the Connnect-Message box. See scr_connectmsg. | ||||
scr_conspeed | 600 | inteiro | interface | Este comando foi desativado. | |||
scr_ofsx | 0 | inteiro | video | This sets your view origin offset on the X axis. | |||
scr_ofsy | 0 | inteiro | video | This sets your view origin offset on the Y axis. | |||
scr_ofsz | 0 | inteiro | video | This sets your view origin offset on the Z axis. | |||
sensitivity | 3 | 1 | 20 | float | mouse | Sets the sensitivity of the mouse. | |
servidorcfgfile | servidor.cfg | string | servidor | Sets the config file which is loaded when the servidor start. Only for dedicated servidors. | |||
skill | 1 | 1 | 3 | inteiro | Sets the difficulty setting in Half-Life single player mode (this is automatically set when you choose the difficulty on the new game menu).
1 : Easy 2 : Medium 3 : Hard |
||
sk_* | inteiro | All cvars starting by sk_ control the HL monsters health and weapons damages for each of the three skill levels (See the "skill" cvar). Example : sk_12mm_bullet3 is how much damage the 12mm does with the skill level 3. | |||||
snd_noextraupdate | 0 | 0 | 1 | booleano | audio | If enabled, disallows "extra" som updates which can occur during rendering or other potentially slow framerate situations. | |
spec_autodirector | 1 | 0 | 1 | booleano | spectator | It enables Auto Director spectator mode.
Auto Director automatically moves the camera depending of where the player is looking at. This is working for Free Chase Cam, Locked Chase Cam & Chase Map Overview. (Same as spec_autodirector_internal for CS, CZ & DoD). |
|
spec_autodirector_internal | 1 | 0 | 1 | booleano | spectator | It enables Auto Director spectator mode.
Auto Director automatically moves the camera depending of where the player is looking at. This is working for Free Chase Cam, Locked Chase Cam & Chase Map Overview. spec_autodirector (cmd) toggles this CVar. This is only in CS, CZ & DoD. |
|
spec_drawcone | 1 | 0 | 1 | booleano | spectator | Toggles 90-degree orange view cone on overview mode that show where you are looking in spec mode (Same as spec_drawcone_internal for CS, CZ & DoD). | |
spec_drawcone_internal | 1 | 0 | 1 | booleano | spectator | Toggles 90-degree orange view cone on overview mode that show where you are looking in spec mode. spec_drawcone (cmd) toggles this CVar. This is only in CS, CZ & DoD. | |
spec_drawnames | 1 | 0 | 1 | booleano | spectator | Toggles drawing names on overview mode (Same as spec_drawnames_internal for CS, CZ & DoD). | |
spec_drawnames_internal | 1 | 0 | 1 | booleano | spectator | Toggles drawing names on overview mode. spec_drawnames (cmd) toggles this CVar. This is only in CS, CZ & DoD. | |
spec_drawstatus | 1 | 0 | 1 | booleano | spectator | Toggles the game informations (Current map, game time, ...) which show at the top right of your screen in spectator mode (Same as spec_drawstatus_internal for CS, CZ & DoD). | |
spec_drawstatus_internal | 1 | 0 | 1 | booleano | spectator | Toggles the game informations (Current map, game time, ...) which show at the top right of your screen in spectator mode. This is only CS, CZ & DoD and it no longer works in those games since Steam. | |
spec_mode_internal | 1 | 1 | 6 | inteiro | spectator | Changing this during you play doesn't have any effect. You have to change it before you enter a servidor. It sets the first spectator mode you have when you enter in spectator mode (when you are dead or you are spectator). This is automatically changed when you change your spectator mode with the JUMP key, the spec menu or the spec_mode command.
Values: 1 : Locked Chase Cam 2 : Free Chase Cam 3 : Free Look 4 : First Person 5 : Free Map Overview 6 : Chase Map Overview This is only in CS & CZ. |
|
spec_pip | 0 | 0 | 5 | inteiro | spectator | Sets the picture-in-picture spectator mode.
0 : Disabled 1 : Player Chase Cam 2 : First Person 3 : Chase Map Overview (Zoomed out) 4 : Chase Map Overview (Zoomed in) 5 : Buggy mode (You see view cone sprites + player view sprites like on the map overview, but it works in third person etc...) |
|
spec_scoreboard | 0 | 0 | 1 | booleano | interface | Toggles the scoreboard on/off. "togglescores" (command) toggles this CVar. This is a spec CVar but you don't need to be spectator to use it. This is only in CS, CZ & DoD. | |
suitvolume | 0.25 | 0.0 | 2.0 | float | som | Sets the volume of the HEV suit soms in Half-Life. | |
sv_accelerate | 5 | 5 | 5 | inteiro | servidor | Sets the acceleration speed. Is locked(in CS only), so it automaticly switches back to default (5). But in HL you can change it and the default value is 10. | |
sv_aim | 0 | 0 | 1 | booleano | servidor | Enables auto-aim (When your crosshair is near a enemy). Only works in Half-Life. | |
sv_airaccelerate | 10 | inteiro | servidor | It sets how fast you accelerate in air. Use 100 for surf_ maps. | |||
sv_airmove | 1 | servidor | Este comando foi desativado. | ||||
sv_allowdownload | 1 | 0 | 1 | booleano | servidor | Enables the servidor from downloading any content to the client (maps, sprays and related) | |
sv_allowupload | 1 | 0 | 1 | booleano | servidor | Allows clients sending custom sprays to the servidor. | |
sv_alltalk | 0 | 0 | 1 | booleano | servidor | Allow dead players to communicate via voice chat to alive players. Also allow players to communicate with opposite team/spectators. | |
sv_bounce | 1 | 0 | 1 | booleano | servidor | Controls collision response for “flying” projectiles when they hit slopes. | |
sv_cheats | 0 | 0 | 1 | booleano | cheat | This command enables the use of cheat cvars, like impulse 101 (16000 money) or impulse 102 (blood). All the cvars that are under category "cheat" in the cvarlist work only if this is enabled. | |
sv_clienttrace | 1 | inteiro | servidor | sv_clienttrace sets the bounding box of the player for collisions (with world objects). This is not the same as setting the size of the hitbox (used for bullet hits). This can't be changed in CS, it's forced to 1. Value can differs with others HL Mods. (3.5 is used in DoD, etc...) | |||
sv_clipmode | 0 | servidor | Este comando foi desativado. | ||||
sv_contact | string | servidor | It's used to set the servidor's owner e-mail. | ||||
sv_downloadurl | string | servidor | Setting this CVAR will allow Clients to download Custom Content via HTTP instead of
sourcing the content from the game servidor, much faster. Set this to "" (null string) to convert back to normal downloads. |
||||
sv_enableoldqueries | 0 | 0 | 1 | booleano | servidor | Setting "sv_enableoldqueries" to 1 allows old style (no challenge/response) queries to work (it allows you to use the old HL1 Engine Master servidor Query Protocol). This should be left OFF now because web servidor browsers, etc... are using new servidor queries. | |
sv_filetransfercompression | 1 | 0 | 1 | booleano | servidor | Enables the servidor from compressing & sending compressed content to the client. | |
sv_filterban | 1 | 0 | 1 | booleano | servidor | It sets packet filtering by IP mode. If disabled, everybody will be like IP-Banned, but their IP won't be added to banlist. | |
sv_friction | 4 | inteiro | servidor | It controls the ground friction. This is locked to 4 in CS and can't be changed. | |||
sv_gravity | 800 | 12000 | inteiro | servidor | Sets the gravity. Lower value is lower gravity. You keep being in the air with sv_gravity 0, and can't jump with sv_gravity 12000. With negatives values, same effect as sv_gravity 0, but it jumps really faster. | ||
sv_instancedbaseline | 1 | 0 | 1 | booleano | servidor | Enables servidor to create and use "instanced" baselines (for things like grenades, etc., which don't have good baselines because they are not placed on the .map file). | |
sv_lan | 0 | 0 | 1 | booleano | servidor | It enables LAN servidor mode (no heartbeat, no authentication, class C). Only people from your local network can join. | |
sv_lan_rate | 20000 | 1001 | 20000 | inteiro | servidor | It specifies the rate to use for all clients on a lan servidor (sv_lan 1), default is 20000. If sv_lan_rate < 1001, it will be ignored and "rate" (client side) will be used. | |
sv_logbans | 0 | 0 | 1 | booleano | servidor | It turns the logging of player bans on and off. Default is 0 (off). | |
sv_logblocks | 0 | 0 | 1 | booleano | servidor | It's part of the rate limiting code to Out-Of-Band queries (i.e. players, info). It logs which IP addresses have been blocked by this code. See also max_queries_* cvars. | |
sv_log_onefile | 0 | 0 | 1 | booleano | servidor | It determines whether one log file is created (total) or one log file for each map change, which is how it currently is. The default is the current behavior (one for each map change). | |
sv_log_singleplayer | 0 | 0 | 1 | booleano | servidor | If enabled, log files will be created for single player games. Need logging to be enabled of course (log on). | |
sv_maxrate | 0 | 1000 | 20000 | inteiro | servidor | This set the maximum bytes per seconds the servidor can send to the client. 0 = unlimited. For internet games only (sv_lan 0), except if sv_lan_rate < 1001 on a LAN game (sv_lan 1). | |
sv_maxspeed | 320 | 1 | inteiro | servidor | Sets the maximum speed. In CS it doesn't change anything after 260, because of the weapon's speed(You go faster with scout, which is 260). For more info see the forum. | ||
sv_maxunlag | 0.5 | float | servidor | Sets the maximum amount of seconds that the netcode compensates for someone's ping (sv_unlag need to be enabled). The netcode will compensate for 500ms by default. | |||
sv_maxupdaterate | 30 | 10 | inteiro | servidor | This is the maximum amount of updates per second the servidor is able to send to the client (See cl_updaterate). | ||
sv_maxvelocity | 2000 | inteiro | servidor | It sets the maximum velocity of any moving object. | |||
sv_minrate | 0 | 1000 | 20000 | inteiro | servidor | This set the minimum bytes per seconds the servidor can send to the client. 0 = unlimited. For internet games only (sv_lan 0), except if sv_lan_rate < 1001 on a LAN game (sv_lan 1). | |
sv_minupdaterate | 10 | 10 | inteiro | servidor | This is the minimum amount of updates per second the servidor is able to send to the client (See cl_updaterate). | ||
sv_newunit | 0 | 0 | 1 | booleano | servidor | Used to clear out savegame data of previous levels to keep the savegame size as small as possible. This is used in Half-Life single player maps. No need to modify this CVar, the mappers have to set this in the worldspawn entity. | |
sv_password | string | servidor | Sets the password for the servidor. People, who want to connect to the servidor, needs the password. | ||||
sv_proxies | 1 | inteiro | servidor | This is to allow HLTV proxy servidors to connect to your servidor. It sets how much HLTV proxies will be able to connect to your servidor. HLTV proxies take up servidor slots, so make sure you take that into account before enabling this. | |||
sv_rcon_banpenalty | 0 | inteiro | servidor | Number of minutes to ban users who fail rcon authentication. (0=permanent) | |||
sv_rcon_maxfailures | 10 | inteiro | servidor | Max number of times a user can fail rcon authentication before being banned. It's similar to sv_rcon_minfailures except this setting doesn't rely on sv_rcon_minfailuretime. | |||
sv_rcon_minfailures | 5 | inteiro | servidor | Number of times a user can fail rcon authentication in sv_rcon_minfailuretime's time before being banned. | |||
sv_rcon_minfailuretime | 30 | inteiro | servidor | Amount of time (seconds) failed rcon attempts must occur within for the ban to be applied. | |||
sv_region | -1 | inteiro | servidor | This is for the servidor browser filters, to set in which region the servidor should be shown.
eastcoast - sv_region 0 westcoast - sv_region 1 south america - sv_region 2 europe - sv_region 3 asia - sv_region 4 australia - sv_region 5 middle east - sv_region 6 africa - sv_region 7 world - sv_region 255 |
|||
sv_restart | 0 | inteiro | servidor | Sets the amount of seconds before the servidor restarts the game. This will reset all frags, scores, weapons and money to default. Use this to coordinate clan matches. It's the same as sv_restartround. | |||
sv_restartround | 0 | inteiro | servidor | Sets the amount of seconds before the servidor restarts the game. This will reset all frags, scores, weapons and money to default. Use this to coordinate clan matches. It's the same as sv_restart. | |||
sv_send_logos | 1 | 0 | 1 | booleano | servidor | Enables the servidor from sending custom sprays to the clients. sv_send_logos 1 requires sv_allowdownload 1 to work. | |
sv_send_resources | 1 | 0 | 1 | booleano | servidor | This cvar controls whether resources are propagated to clients. | |
sv_skycolor_b | 0 | 0 | 255 | inteiro | servidor | It sets the sky color blue value. | |
sv_skycolor_g | 0 | 0 | 255 | inteiro | servidor | It sets the sky color green value. | |
sv_skycolor_r | 0 | 0 | 255 | inteiro | servidor | It sets the sky color red value. | |
sv_skyname | desert | string | servidor | It sets the name of the sky that should be used for the current map (players need to reconnect if you change it through this cvar to see the new sky). Mappers can set a specific sky for their map and it auto-set this cvar. If nothing is set, the sky will be the default one : desert | |||
sv_skyvec_x | 0 | float | servidor | It sets the sky x-axis orientation. | |||
sv_skyvec_y | 0 | float | servidor | It sets the sky y-axis orientation. | |||
sv_skyvec_z | 0 | float | servidor | It sets the sky z-axis orientation. | |||
sv_spectatormaxspeed | 500 | inteiro | servidor | Sets the maximum speed a spectator can move. | |||
sv_stats | 1 | 0 | 1 | booleano | servidor | Determines whether or not to collect servidor CPU usage stats. Use the command "stats" to view the CPU usage data collected by this. | |
sv_stepsize | 18 | inteiro | servidor | This is used to determine the maximum height of which you can walk up, without jumping. When set to a high number, you can walk over very tall objects. When set to a small number you can not walk up the littlest step. | |||
sv_stopspeed | 75 | inteiro | servidor | It sets the minimum stopping speed when on ground. In Half-Life and others mods, the default value is 100. But in CS, it's locked at 75, if you change it it will always comes back to 75. | |||
sv_timeout | 60 | inteiro | servidor | Controls how long before the servidor disconnects a client that has stopped responding (He can just be AFK). | |||
sv_unlag | 1 | 0 | 1 | booleano | servidor | It allows the clients to use lag compensation. Leave this ON. | |
sv_unlagsamples | 1 | inteiro | servidor | Sets the amount of packets that will be averaged to find the ping to compensate for (sv_unlag need to be enabled).
Examples: sv_unlagsamples 1 The servidor will calculate the ping from the last sample. (default) sv_unlagsamples 2 The servidor will calculate the ping from the average of the last two samples. |
|||
sv_uploadmax | 0.5 | float | servidor | It limits the max size (in MB) a client can use for a custom resource (i.e spray decals) |
|||
sv_version | string | servidor | Default is 1.1.2.0/2.0.0.0,47,3647.
This is some servidor version infos. Those are the numbers which show up when you type "version". For example here: 1.1.2.0/2.0.0.0 should be the game version/mod version. But, we all know CS is version 1.6, but it shows 1.1.2.5/2.0.0.0. On others mods it shows 1.1.2.5/2.0.0.0 too or 1.1.2.0/2.0.0.0, except CZ where it's 1.0.0.2/2.0.0.0. 47 is the protocol version. 3647 is the build version. |
||||
sv_visiblemaxplayers | -1 | inteiro | servidor | This how much servidor slots are visible from the servidor browser. This is used to keep slots for admins. They have to use the connect command to join a hidden slot. But without a mod/plugin, anybody can join the hidden slot. | |||
sv_voicecodec | voice_miles | string | servidor | Specifies which voice codec DLL to use in a game. Set to the name of the DLL without the extension. There are two codecs : voice_miles (default) and voice_speex. voice_speex gives the better voice quality. See also sv_voicequality. |
|||
sv_voiceenable | 1 | 0 | 1 | booleano | servidor | It enables the voice comms. | |
sv_voicequality | 3 | 1 | 5 | inteiro | servidor | If you have voice comms enabled on your servidor, you can set the quality of voice from here. Keep in mind, the better the quality, the more bandwidth voice comms will require. It need the voice_speex codec to be enabled (see sv_voicecodec).
sv_voicequality 1 : 2400bps, lowest quality sv_voicequality 2 : 6000bps sv_voicequality 3 : 8000bps sv_voicequality 4 : 11200bps sv_voicequality 5 : 15200bps, highest quality |
|
sv_wateraccelerate | 10 | servidor | |||||
sv_wateramp | 0 | float | servidor | It amplifies the water's waves (in maps with water of course). This cvar auto-set gl_wateramp (it's the same but client-side) on all clients. | |||
sv_waterfriction | 1 | servidor | |||||
sv_zmax | 4096 | inteiro | servidor | Sets the size of the Z-buffer. This is the max viewable distance. Mappers can set the value they want in their map (with the worldspawn entity) and it automatically changes this cvar on map load. It changes the value of gl_zmax of any client who connects to the servidor. VALVe added this cvar because with gl_zmax 0 you could see through walls (in D3D renderer), so client is forced to use the servidor's value and can't modify gl_zmax. This can only be used in multi player on Dedicated servidors (it's only working in single player for Listen servidors). | |||
sys_ticrate | 100 | 0 | 1000 | inteiro | servidor | This command sets the maximum “frames” per second the servidor can calculate. | |
s_a3d | 0 | 0 | 1 | booleano | som | Enable A3D som technology. Your som card need to support it. | |
s_eax | 0 | 0 | 1 | booleano | som | Enables EAX som technology. Your som card need to support it. | |
s_show | 0 | 0 | 1 | booleano | interface | Shows on screen what soms are played. | |
texgamma | 2.0 | 0 | float | video | Sets the texture gamma amount. | ||
tfc_newmodels | 1 | 0 | 1 | booleano | video | This enables the new player models in TFC. | |
topcolor | 0 | 0 | 255 | inteiro | video | Sets the top color of your model in Half-Life that others see. | |
traceralpha | 0.5 | 0.0 | 1.0 | float | video | This sets the transparency of the tracers. Tracers only work in HL with the 9mm weapon and also in some others mods. There are no tracers in CS. | |
tracerblue | 0.4 | 0.0 | 1.0 | float | video | This sets the blue value of the tracers. Tracers only work in HL with the 9mm weapon and also in some others mods. There are no tracers in CS. | |
tracergreen | 0.8 | 0.0 | 1.0 | float | video | This sets the green value of the tracers. Tracers only work in HL with the 9mm weapon and also in some others mods. There are no tracers in CS. | |
tracerlength | 0.8 | 0.0 | 1.0 | float | video | This sets how long are the tracers. Tracers only work in HL with the 9mm weapon and also in some others mods. There are no tracers in CS. | |
traceroffset | 30 | inteiro | video | This sets how far of your weapon the tracers will appear. Tracers only work in HL with the 9mm weapon and also in some others mods. There are no tracers in CS. | |||
tracerred | 0.8 | 0.0 | 1.0 | float | video | This sets the red value of the tracers. Tracers only work in HL with the 9mm weapon and also in some others mods. There are no tracers in CS. | |
tracerspeed | 6000 | inteiro | video | This sets the speed of the tracers. Tracers only work in HL with the 9mm weapon and also in some others mods. There are no tracers in CS. | |||
vgui_emulatemouse | 0 | 0 | 1 | booleano | interface | This forces mouse cursor emulation (this may be useful for older graphics cards which display a flickering mouse cursor or no mouse cursor at all). | |
vid_d3d | 0/1 | 0 | 1 | booleano | video | This was like to switch between OpenGL and D3D modes, but since it need game restart, this doesn't work. In OpenGL this is set to 0, and in D3D to 1. It's automatically reset to the value of the video mode you are when you join a servidor. ( somente no modo Opengl e D3D ) | |
viewsize | 120 | 30 | 120 | inteiro | video | It sets the size of your in-game screen in software mode. | |
violence_ablood | 1 | 0 | 1 | booleano | video | Toggles alien's blood. | |
violence_agibs | 1 | 0 | 1 | booleano | video | Toggles alien's gibs. | |
violence_hblood | 1 | 0 | 1 | booleano | video | Toggles human's blood. | |
violence_hgibs | 1 | 0 | 1 | booleano | video | Toggles human's gibs. | |
voice_enable | 1 | 0 | 1 | booleano | voice | Enables voice communication through microphone. | |
voice_fadeouttime | 0.1 | 0 | float | voice | The amount in seconds a player's voice fades out at the end of saying something on the microphone. This is so the transition to when they stop talking soms smoother. Put this at 0 if you want to play soms using HLSS/HLDJ, since this makes the music fade and som muffled after a song has been playing continuously. | ||
voice_forcemicrecord | 1 | 0 | 1 | booleano | voice | It sets the recording device to Wave Out Mix, instead of Line 1/Mic.
The HL engine tries to make sure the mixer control settings are set properly when the game runs, but not all somcards work the same way, especially very high-end som cards like Audigy 2ZS pro cards. If you are having problems with your mic not working after you start a game, try setting this to 0. |
|
voice_inputfromfile | 0 | 0 | 1 | booleano | voice | When set to one and you use +voicerecord, this will not record your voice but rather play a WAV file from your cstrike/voice_input.wav. | |
voice_loopback | 0 | 0 | 1 | booleano | voice | When enables it and talk on your microphone, this loops back your own voice so you can hear yourself talk. |
|
voice_recordtofile | 0 | 0 | 1 | booleano | audio | Records your voice to a file when set to 1 and you talk on your microphone. The two files are voice_decompressed.wav (contains no actual som) and voice_micdata.wav (you speaking). | |
voice_scale | 1 | 0 | float | voice | This set how loud are the voices of the others players when they talk (also your voice if you use voice_loopback). | ||
volume | 0.2 | 0 | float | audio | Sets the som's volume level. | ||
v_centermove | 0.150 | 0 | float | mouse | Sets the distance to walk before your view centers when -mlook and lookspring 1 are active. | ||
v_centerspeed | 500 | inteiro | mouse | It defines how fast your crosshair is centered at the middle of your screen when having mouse look disabled(-mlook) and lookspring 1. | |||
v_dark | 0 | 0 | 1 | booleano | interface | Setting this to 1 causes the level to fade in from black upon initial load. | |
waterroom_type | 14 | 0 | 28 | inteiro | audio | Sets the room_type under water, for type descriptions, see room_type. Set to 0 for clean som under water. | |
zoom_sensitivity_ratio | 1.2 | float | mouse | Defines the sensitivity ratio when zooming. | |||
_cl_autowepswitch | 1 | 0 | 1 | booleano | interface | Automatically switch to most powerful gun. (When set to 1, when you buy a new gun or run over a gun to pick it up this will automatically switch to that gun) If 0, then your current choice of weaponry will stay selected. | |
_snd_mixahead | 0.1 | float | audio | Sets the time (in seconds) to mix the som that much ahead. Should only be used with severe performance problems. If your som is skipping or cracking, you may need to change this. |
That's all folks!