Press the [Left Ctrl] + [Alt] + ~ during game play to display the console window.
| Code: | Result: |
| r_glDriver <value>
| "opengl32", etc. |
| r_sb_occluderFacing<0-3>
| 0 = front faces; 1 = back faces; 2 = midway between them |
| r_useClippedLightScissors <0-2>
| 0 = full screen when near clipped, 1 = exact when near clipped, 2 = exact always |
| r_useEntityCulling <0 or 1>
| 0 = none, 1 = box |
| r_useLightCulling <0 or 3>
| 0 = none, 1 = box, 2 = exact clip of polyhedron faces, 3 = also areas |
| r_useCulling <0-2> | 0 = none, 1 = sphere, 2 = sphere and box |
| r_fullscreen <0 or 1>
| 0 = windowed, 1 = full screen |
| r_showLightCount <0-3>
| 1 = colors surfaces based on light count, 2 = also count everything through walls, 3 = also print overdraw |
| r_useInteractionCulling <0 or 1>
| 1 = cull interactions |
| r_showViewEntitys <0-2>
| 1 = displays the bounding boxes of all view models, 2 = print index numbers |
| r_skipUpdates <0 or 1>
| 1 = do not accept any entity or light updates, making everything static |
| r_subviewOnly <0 or 1>
| 1 = do not render main view, allowing subviews to be debugged |
| r_usePreciseTriangleInteractions <0 or 1>
| 1 = do winding clipping to determine if each ambiguous tri should be lit |
| r_skipSubviews <0 or 1>
| 1 = don't render any GUI elements on surfaces |
| r_showOverDraw <0-3> | 1 = geometry overdraw, 2 = light interaction overdraw, 3 = geometry and light interaction overdraw |
| r_showLights <0-3> | 1 = just print volumes numbers, highlighting ones covering the view, 2 = also draw planes of each volume, 3 = also draw edges of each volume |
| r_showImages <0-2> | 1 = show all images instead of rendering, 2 = show in proportional size |
| r_showInteractionFrustums <0-3>
| 1 = show frustum for each interaction, 2 = also draw lines to light origin, 3 = also draw entity bbox |
| r_showInteractionScissors <0-2>
| 1 = show screen rectangle which contains the interaction frustum, 2 = also draw construction lines |
| r_skipGuiShaders <0-3>
| 1 = skip all gui elements on surfaces, 2 = skip drawing but still handle events, 3 = draw but skip events |
| r_skipParticles <0-1>
| 1 = skip all particle systems |
| r_useExternalShadows <0-2>
| 1 = skip drawing caps when outside the light volume, 2 = force to no caps for testing |
| r_useInteractionScissors <0-2>
| 1 = use a custom scissor rectangle for each shadow interaction, 2 = also crop using portal scissors |
| r_useEntityScissors <0 or 1>
| 1 = Use custom scissor rectangle for each entity |
| r_useLightScissors <0 or 1>
| 1 = use custom scissor rectangle for each light |
| r_usePortals<0 or 1> | 1 = use portals to perform area culling, otherwise draw everything |
| r_showShadows <0-2> | 1 = visualize the stencil shadow volumes, 2 = draw filled in |
| addline
| Add debug line |
| addarrow
| Adds debug arrow |
| weapnext
| Advance to next weapon slot |
| give keys
| All keys |
| r_lightScale | All light intensities are multiplied by this |
| image_useAllFormats | Allow alpha/intensity/luminance luminance+alpha |
| g_dragEntity | Allow dragging physics objects around by placing the crosshair over them and holding [Fire] |
| win_timerUpdate | Allow game to be updated while dragging window |
| r_lockSurfaces | Allow moving the view point without changing the composition of the scene, including culling |
| win_allowMultipleInstances | Allow multiple instances running concurrently |
| in_alwaysRun | Always run (reverse _speed button) in multi-player mode |
| pm_maxviewpitch <number>
| Amount player's view can look down |
| pm_minviewpitch <number>
| Amount player's view can look up; negative values are up |
| in_anglespeedkey | Angle change scale when holding _speed button |
| damage
| Apply damage to an entity |
| pm_jumpheight <number> | Approximate height the player can jump |
| r_cgFragmentProfile
| arbfp1, fp30 |
| r_cgVertexProfile
| arbvp1, vp20, vp30 |
| g_armorProtectionMP <number>
| Armor takes this percentage of damage in MP |
| give armor
| Armor to 125 |
| ui_autoReload
| Auto reload weapon |
| ui_autoSwitch
| Auto switch weapon |
| r_useStateCaching | Avoid redundant state changes in GL_*() calls |
| benchmark
| Benchmark |
| timedemo demo1.demo
| Benchmark test |
| give weapon_bfg
| BFG |
| r_shadowPolygonOffset | Bias value added to depth test for stencil shadow drawing |
| bindunbindtwo | Bind a key, but unbinds it first if there are more than two binds |
| bind
| Bind command to a key |
| bindRagdoll | Bind ragdoll at the current drag position |
| blinkline
| Blink a debug line |
| pm_runbob
| Bob faster when running |
| pm_crouchbob
| Bob much faster when crouched |
| pm_walkbob
| Bob slowly when walking |
| r_sb_screenSpaceShadow | Build shadows in screen space instead of on surfaces |
| r_skipFrontEnd | Bypass all front end work, but 2D GUI rendering still draws |
| r_skipAmbient
| Bypass all non-interaction drawing |
| r_skipNewAmbient | Bypass all vertex/fragment program ambient drawing |
| r_useCachedDynamicModels
| Cache snapshots of dynamic models |
| runReach | Calculate reachability for an AAS file |
| pm_thirdPersonRange <number>
| Camera distance from player in third person |
| r_useTripleTextureARB | Cards with 3+ texture units do a two pass instead of three pass |
| gameError
| Cause a game error |
| error
| Cause an error |
| updateUI | Cause sync down of game-modified userinfo |
| centerview
| Center view |
| give weapon_chainsaw
| Chainsaw |
| r_brightness
| Change gamma tables |
| r_gamma
| Change gamma tables |
| editlight
| Change lighting |
| image_lodbias
| Change lod bias on mipmapped images |
| image_filter | Change texture filtering on mipmapped images |
| serverNextMap
| Change to next map |
| r_swapInterval
| Changes wglSwapIntarval |
| reportImageDuplication | Check all referenced images for duplications |
| g_debugBounds | Check for models with bounds over 2048 |
| checkNewVersion | Check if new version of the game is available |
| clearLights
| Clear all lights |
| clear
| Clear the console |
| pm_thirdPersonClip | Clip third person view into world space |
| closeViewNotes | Close the view showing any notes for this map |
| cm_drawMask
| Collision mask |
| r_showShadowCount <0-4>
| Color screen based on shadow volume depth complexity, 2 or greater = print overdraw count based on stencil index values, 3 = only show turboshadows, 4 = only show static shadows |
| r_sb_showFrustumPixels | Color the pixels contained in the frustum |
| cm_drawColor | Color used to draw the collision models |
| r_mergeModelSurfaces | Combine model surfaces with the same material |
| combineCubeImages | Combine six images for roq compression |
| r_checkBounds | Compare all surface bounds with precalculated ones |
| runAASDir | Compile AAS files for all maps in a folder |
| runAAS
| Compile an AAS file for a map |
| dmap | Compile map |
| compressDemo
| Compress a demo file |
| com_compressSaveGame
| Compress saved games |
| connect
| Connect to a server |
| r_useSilRemap | Consider verts with the same XYZ, but different ST the same for shadows |
| image_downSizeLimit
| Control diffuse map downsample limit |
| image_downSizeBumpLimit
| Control normal map downsample limit |
| image_downSizeBump
| Control normal map downsampling |
| image_downSizeSpecularLimit
| Control specular downsampled limit |
| image_downSizeSpecular
| Control specular downsampling |
| image_downSize
| Control texture downsampling |
| g_mpWeaponAngleScale <number>
| Control the weapon sway in MP |
| addChatLine
| Core to game chat lines |
| crash | Crash game |
| memoryDumpCompressed
| Create a compressed memory dump |
| r_useInteractionTable | Create a full entityDefs * lightDefs table to make finding interactions faster |
| memoryDump
| Create memory dump |
| cm_backFaceCul
| Cull back facing polygons |
| r_sb_useCulling | Cull geometry to individual side frustums |
| r_customHeight <number>
| Custom screen height |
| r_customWidth <number>
| Custom screen width |
| cm_debugCollision
| Debug collision detection |
| r_useDeferredTangents | Defer tangents calculations after deform |
| wait | Delay remaining buffered commands one or more frames |
| deleteSelected
| Delete selected entity |
| setMachineSpec | Detect system capabilities and sets com_machineSpec to appropriate value |
| pm_thirdPersonAngle <0-180>
| Direction of camera from player in third person in degrees; 0 = behind player, 180 = in front |
| noclip | Disable collision detection for the player |
| win_notaskkeys
| Disable Windows task keys |
| disconnect | Disables connection for current multi-player game |
| g_disasm | Disassemble script into base/script disasm.txt when script is compiled |
| disasmScript
| Disassembles script |
| r_useShadowProjectedCull | Discard triangles outside light volume before shadowing |
| disconnect
| Disconnect from a game |
| r_showMegaTexture
| Display all the level images |
| r_showDepth | Display contents of the depth buffer and the depth range |
| g_showTestModelFrame | Display current animation and frame number for testmodels. |
| g_showcamerainfo | Display current frame number for camera when playing cinematics |
| status
| Display game status |
| testVideo <name>
| Display given cinematic |
| testImage | Display given image centered on screen |
| gfxinfo
| Display graphics card details |
| g_debugAnim <number> | Display information on which animations are playing on specified entity; -1 disables |
| ai_debugScript | Display script calls for the specified monster entity number |
| g_frametime | Display timing information for each game frame |
| r_skipCopyTexture | Do all rendering, but do not actually copyTexSubImage2D |
| r_skipLightScale | Do not do any post-interaction light scaling |
| r_sb_noShadows
| Do not draw any occluders |
| r_skipBackEnd
| Do not draw anything |
| r_skipDynamicTextures
| Do not dynamically create textures |
| si_warmup
| Do pre-game warmup |
| r_useTwoSidedStencil | Do stencil shadows in one pass with different ops on each side |
| r_useShadowVertexProgram | Do the shadow projection in the vertex program on capable cards |
| r_debugPolygonFilled
| Draw a filled polygon |
| r_forceLoadImages | Draw all images to screen after registration |
| r_showVertexColor | Draw all triangles with the solid vertex color |
| g_TDMArrows | Draw arrows over teammates in team deathmatch |
| ai_showCombatNodes
| Draw attack cones for monsters |
| g_showEnemies | Draw boxes around monsters that targeted player |
| g_showActiveEntities | Draw boxes around thinking entities; dormant entities (outside of PVs) are yellow, non-dormant are green |
| pm_modelView <1 or 2> | Draw camera from POV of player model; 1 = always, 2 = when dead |
| r_showMegaTextureLabels
| Draw colored blocks in each tile |
| g_showTargets | Draw entities and their targets; hidden entities are gray |
| cm_drawFilled
| Draw filled polygons |
| cm_drawInternal
| Draw internal edges green |
| r_showDominantTri | Draw lines from vertexes to center of dominant triangles |
| ai_debugMove | Draw movement information for monsters |
| ai_showObstacleAvoidance 2 | Draw obstacle avoidance information for monsters and player |
| ai_showObstacleAvoidance 1 | Draw obstacle avoidance information for monsters. |
| r_sb_usePbuffer
| Draw offscreen |
| r_megaTextureLevel
| Draw only a specific level |
| ai_showPaths:
| Draw path_* entities |
| cm_drawNormals
| Draw polygon and edge normals |
| r_showPortals | Draw portal outlines in color based on passed/not passed |
| r_showIntensity <number>
| Draw screen colors based on intensity; red = 0, green = 128, blue = 255 |
| r_showSkel<0-2> | Draw skeleton when model animates, 1 = draw model with skeleton, 2 = draw skeleton only |
| r_showEdges
| Draw the sil edges |
| r_frontBuffer
| Draw to front buffer for debugging |
| ai_debugTrajectory
| Draw trajectory tests for monsters |
| g_showTriggers | Draw trigger entities (orange) and their targets (green); disabled triggers are gray. |
| r_showNormals
| Draw wireframe normals |
| clientDropWeapon
| Drop current weapon |
| conDump
| Dump the console text to a file |
| g_editEntityMode <0-7>
| Edit entity mode; 0 = off, 1 = lights, 2 = sounds, 3 = articulated figures, 4 = particle systems, 5 = monsters, 6 = entity names, 7 = entity models. |
| ai_blockedFailSafe
| Enable blocked fail safe handling |
| g_showProjectilePct | Enable display of player hit percentage |
| g_showBrass
| Enable ejected shells from weapon |
| ik_enable
| Enable IK |
| in_mouse
| Enable mouse input |
| g_showPlayerShadow
| Enable shadow of player model |
| r_shadows
| Enable shadows |
| pm_thirdPersonDeath | Enable third person view when player dies |
| r_showTris <0-3> | Enable wireframe rendering of the world; 1 = only draw visible ones, 2 = draw all front facing, 3 = draw all |
| roq
| Encode a roq file |
| si_version
| Engine version |
| exec
| Execute a config file |
| script
| Execute a line of script |
| execMachineSpec | Execute appropriate config files and sets cvars based on com_machineSpec |
| exitCmdDemo
| Exit command demo |
| exit | Exit game |
| r_testARBProgram | Experiment with vertex/fragment programs |
| exportmodels
| Export models |
| takeViewNotes2
| Extended take view notes |
| finishBuild
| Finish the build process |
| r_finish | Force a call to glFinish() every frame |
| serverForceReady
| Force all players ready |
| com_forceGenericSIMD | Force generic platform independent SIMD |
| r_clear <1, 2, or R G B value>
| Force screen clear every frame; 1 = purple, 2 = black, R G B = custom |
| af_forceFriction
| Force the given friction value |
| r_hdr_bloomFraction
| Fraction to smear across neighbors |
| si_fragLimit
| Frag limit |
| freeze
| Freeze everything on screen |
| freeze <number> | Freeze game for indicated number of seconds |
| give ammo
| Full ammunition for current weapons |
| give all
| Full weapons and ammunition |
| benchmark
| Game benchmark |
| g_password <password>
| Game password |
| gui_filter_gameType
| Gametype filter |
| god
| God mode |
| r_renderer | Hardware specific renderer path to use |
| give health
| Health to 100 |
| pm_thirdPersonHeight <number>
| Height of camera from normal view height in third person |
| pm_crouchheight <number>
| Height of player's bounding box while crouched |
| pm_deadheight <number> | Height of player's bounding box while dead |
| pm_normalheight <number>
| Height of player's bounding box while standing |
| pm_crouchviewheight <number>
| Height of player's view while crouched |
| pm_deadviewheight <number>
| Height of player's view while dead |
| pm_normalviewheight <number>
| Height of player's view while standing |
| r_showSilhouette | Highlight edges that are casting shadow planes |
| hitch
| Hitch the game |
| com_videoRam | Hold last amount of detected video RAM |
| win_xpos
| Horizontal position of window |
| image_preload <0 or 1>
| If 0, dynamically load all images |
| image_useCompression <0 or 1>
| If 0, force everything to high quality |
| r_useEntityCallbacks <number>
| If 0, issue the callback immediately at update time, rather than deferring |
| logFile <1 or 2> | If 1, buffer log; if 2, flush after each print |
| image_useCache <0 or 1> | If 1, do background load image caching |
| image_showBackgroundLoads<0 or 1>
| If 1, print number of outstanding background loads |
| r_showUnsmoothedTangents <0-1>
| if 1, put all nVidia register combiner programming in display lists |
| image_useNormalCompression <0-2>
| If 2, use rxgb compression for normal maps; if 1, use 256 color compression for normal maps if available |
| r_showTextureVectors <number>
| If greater than 0, draw each triangles texture (tangent) vectors |
| g_nightmare <0 or 1>
| If nightmare mode is allowed |
| r_useFrustumFarDistance <number>
| if not 0, force the view frustum far distance to this distance |
| r_testGammaBias <number>
| if over 0 draw a grid pattern to test gamma levels |
| r_testStepGamma <number>
| if over 0 draw a grid pattern to test gamma levels |
| r_testGamma <number> | if over 0, draw a grid pattern to test gamma levels |
| r_ignoreGLErrors
| Ignore GL errors |
| image_ignoreHighQuality | Ignore high quality setting on materials |
| r_inhibitFragmentProgram
| Ignore the fragment program extension |
| r_skipSuppress
| Ignore the per-view suppressions |
| notarget
| Ignored by most enemies |
| clientMessageMode
| In-game GUI message mode |
| vstr | Insert the current value of a cvar as command text |
| keepTestModel
| Keep last test model in the game |
| kick
| Kick client by connection number |
| gameKick <name>
| Kick player from multi-player game |
| killmonsters
| Kill all monsters in current level |
| killmoveables
| Kill all moving enemies |
| killragdolls
| Kill all non-moving enemies |
| kill | Kill current target; suicide if no one is targeted |
| kill
| Kill the player |
| editGUIs
| Launch GUI Editor |
| editAFs | Launch in-game Articulated Figure Editor |
| editDecls
| Launch in-game Declaration Editor |
| editLights
| Launch in-game Light Editor |
| editParticles
| Launch in-game Particle Editor |
| editPDAs
| Launch in-game PDA Editor |
| editScripts
| Launch in-game Script Editor |
| editSounds
| Launch in-game Sound Editor |
| debugger
| Launch script debugger |
| r_skipDeforms | Leave all deform materials in their original state |
| pm_stamina <number>
| Length of time player can run |
| g_spectatorChat | Let spectators talk to everyone during game |
| r_lightAllBackFaces | Light all the back faces, even when they would be shadowed |
| dir | List a folder |
| dirtree
| List a folder with sub-folders |
| listActiveEntities
| List active game entities |
| listSoundDecoders
| List active sound decoders |
| listAnims
| List all animations |
| listLines
| List all debug lines |
| listDecls
| List all decls |
| listDictKeys
| List all keys used by dictionaries |
| listModels
| List all models |
| listSounds
| List all sounds |
| reportSurfaceAreas | List all used materials sorted by surface area |
| listDictValues
| List all values used by dictionaries |
| listModes
| List all video modes |
| listAF
| List articulated figures |
| listAudios
| List audios |
| listCollisionModels
| List collision models |
| listCmds
| List commands |
| listCvars
| List cvars |
| listHuffmanFrequencies
| List decl text character frequencies |
| listEmails
| List emails |
| listFX
| List FX systems |
| listClasses
| List game classes |
| listGameCmds
| List game commands |
| listEntities
| List game entities |
| listGuis
| List GUIs |
| listImages
| List images |
| listBinds
| List key bindings |
| listMaterials
| List materials |
| listModelDefs
| List model defs |
| listParticles
| List particle systems |
| listPDAs
| List PDAs |
| listRendererCmds
| List renderer commands |
| listServers
| List scanned servers |
| listThreads
| List script threads |
| path
| List search paths |
| listSkins
| List skins |
| listSoundCmds
| List sound commands |
| listSoundShaders
| List sound shaders |
| listSystemCmds
| List system commands |
| listTables
| List tables |
| listRenderEntityDefs
| List the entity defs |
| listRenderLightDefs
| List the light defs |
| listSpawnArgs
| List the spawn args of an entity |
| listToolCmds
| List tool commands |
| listTypeInfo
| List type info |
| listVertexCache
| List vertex cache |
| listVideos
| List videos |
| listmonsters
| Lists images of monsters |
| listentitydefs
| Lists indicated def file settings |
| listlightdefs
| Lists indicated def file settings |
| loadGame
| Load a game |
| devmap
| Load a map in developer mode |
| nextMap
| Load next map on the server |
| localizeGuis
| Localize GUIs |
| localizeMaps
| Localize maps |
| in_freeLook | Look around with mouse (reverse _mlook button) |
| give weapon_machinegun
| Machine gun |
| g_balanceTDM
| Maintain even teams |
| com_makingBuild 1
| Make a build |
| makeAmbientMap
| Make an ambient map |
| sizeUp
| Make the rendered view larger |
| sizeDown
| Make the rendered view smaller |
| com_memoryMarker
| Marker for memory stats |
| af_maxAngularVelocity:
| Maximum angular velocity |
| pm_stepsize <number> | Maximum height player can step up without jumping |
| image_cacheMinK <number>
| Maximum KB of precompressed files to read at specification time |
| r_hdr_exposure
| Maximum light scale |
| af_maxLinearVelocity
| Maximum linear velocity |
| image_cacheMegs <number>
| Maximum MB reserved for temporary loading of full-sized precompressed images |
| r_slopNormal <number>
| Merge normals that dot less than this |
| r_slopTexCoord <number> | Merge texture coordinates this far apart |
| r_slopVertex <number>
| Merge xyz coordinates this far apart |
| pm_air <number> | Milliseconds the player can go without air before damage starts |
| com_asyncSound
| Mix sound from the async thread |
| modulateLights
| Modify shader parms on all lights |
| r_hdr_gamma
| Monitor gamma power |
| m_pitch
| Mouse pitch scale |
| m_strafeScale
| Mouse strafe movement scale |
| sensitivity
| Mouse view sensitivity |
| m_yaw
| Mouse yaw scale |
| s_singleEmitter
| mute All sounds but this emitter |
| ilFileName | Name of log file; if empty "qconsole.log" will be used |
| g_testPostProcess
| Name of material to draw over screen |
| af_highlightBody
| Name of the body to highlight |
| af_highlightConstraint
| Name of the constraint to highlight |
| g_testParticleName | Name of the particle being tested by the particle editor |
| r_near
| Near Z clip plane distance |
| r_skipRenderContext | Null the rendering context during backend 3D rendering |
| r_multiSamples
| Number of antialiasing samples |
| g_testModelBlend
| Number of frames to blend |
| r_logFile
| Number of frames to emit GL logs |
| m_strafeSmooth | Number of samples blended for mouse moving |
| m_smooth | Number of samples blended for mouse viewing |
| r_jointNameOffset | Offset of joint names when r_showskel is set to 1 |
| r_sb_singleSide | only draw a single side (0 to 5) of points lights |
| r_singleTriangle | Only draw a single triangle per primitive |
| r_singleArea | Only draw the portal area the view is actually in |
| r_skipMegaTexture
| Only use the lowest level image |
| editor
| Open the in-game editor |
| r_displayRefresh | Optional display refresh rate option for vid mode |
| r_materialOverride
| Override all materials |
| r_sb_frustomFOV | Oversize FOV for point light side matching |
| gui_filter_password
| Password filter |
| r_debugLineDepthTest
| Perform depth test on debug lines |
| r_orderIndexes | Perform index reorganization to optimize vertex use |
| in_pitchspeed | Pitch change speed when holding _lookUp or _lookDown button |
| r_sb_lightResolution | Pixel dimensions for each shadow buffer, 64 - 2048 |
| give weapon_plasmagun
| Plasmagun |
| playCmdDemo
| Play back a command demo |
| playDemo
| Play back a demo |
| com_journal 2
| Play back journal |
| s_playDefaultSound
| Play beep for missing sounds |
| ui_spectate
| Play or spectate |
| ui_ready
| Player is ready to start playing |
| ui_name
| Player name |
| ui_skin
| Player skin |
| ui_team
| Player team |
| pm_walkspeed <number>
| Player's walking speed |
| gui_filter_players
| Players filter |
| r_offsetfactor
| Polygon offset parameter |
| r_offsetunits
| Polygon offset parameter |
| r_sb_polyOfsFactor | polygonOffset factor for drawing shadow buffer |
| r_sb_polyOfsUnits | polygonOffset units for drawing shadow buffer |
| g_countDown <number>
| Pregame countdown in seconds |
| startBuild
| Prepare to make a build |
| printMaterial
| Print a material |
| printModelDefs
| Print a model def |
| printParticle
| Print a particle system |
| printPDA
| Print a PDA |
| printSkin
| Print a skin |
| printSoundShader
| Print a sound shader |
| printTable
| Print a table |
| printAF
| Print an articulated figure |
| printAudio
| Print an Audio |
| printEmail
| Print an email |
| printEntityDef
| Print an entity def |
| printFX
| Print an FX system |
| printVideo
| Print an Video |
| getviewpos
| Print current view position |
| where
| Print current view position |
| r_showMemory
| Print frame memory utilization |
| echo <text>
| Print indicated text |
| printModel
| Print model info |
| con_noPrint | Print on the console but not onscreen when console is displayed |
| decl_show 1
| Print parses |
| decl_show 2
| Print parses and references developer |
| com_timestampPrints 1 | Print time in milliseconds with each console print |
| com_timestampPrints 2 | Print time in seconds with each console print |
| parse
| Print tokenized string |
| MakeMegaTexture
| Process giant images |
| weaponSplat | Project blood splat on the player weapon |
| promptKey
| Prompt and set the CD Key |
| com_purgeAll
| Purge everything between level loads |
| r_useCombinerDisplayLists | Put all nVidia register combiner programming in display lists |
| quit
| Quit the game |
| r_ignore | Random debugging without defining new vars |
| r_ignore2 | Random debugging without defining new vars |
| r_hdr_monitorDither
| Random dither in monitor space |
| r_sb_randomize | Randomly offset jitter texture each draw |
| r_jitter | Randomly subpixel jitter the projection matrix |
| pm_staminarate <number>
| Rate that player regains stamina; divide pm_stamina by this number to determine how to fully recharge. |
| reexportmodels
| Re-exports models |
| recordDemo
| Record a demo |
| recordViewNotes | Record current view position with notes |
| com_journal 1
| Record journal |
| s_doorDistanceAdd <number>
| Reduce sound volume with this distance when going through a door |
| regenerateWorld
| Regenerates all interactions |
| reloadSounds
| Reload all sounds |
| reloadanims
| Reload animations |
| reloadARBprograms
| Reload ARB programs |
| reloadCgPrograms
| Reload CG programs |
| reloadDecls
| Reload decls |
| reloadEngine | Reload engine down to including the file system |
| reloadGuis
| Reload GUIs |
| reloadImages
| Reload images |
| reloadLanguage
| Reload language dict |
| reloadModels
| Reload models |
| reloadScript
| Reload scripts |
| reloadSurface | Reload the decl and images for selected surface |
| removeline
| Remove a debug line |
| remove
| Remove an entity |
| popLight
| Remove last created light |
| renderbump
| Render a bump map |
| renderbumpFlat
| Render a flat bump map |
| r_showAlloc
| Report alloc/free counts |
| r_showPrimitives
| Report drawsurf/index/vertex counts |
| r_showUpdates | Report entity and light updates and ref counts |
| r_showInteractions | Report interaction generation activity |
| r_showDefs | Report number of modeDefs and lightDefs in view |
| r_showDemo | Report reads and writes to the demo file |
| r_showLightScale | Report scale factor applied to drawing for overbrights |
| r_showCull
| Report sphere and box culling stats |
| r_showDynamic | Report stats on dynamic surface generation |
| r_showSurfaces
| Report surface/light/shadow counts |
| rescanSI
| Rescan serverinfo cvars and tell game |
| reset
| Reset a cvar |
| sizeup | Resize screen to larger view; no effect if in fullscreen |
| sizedown
| Resize screen to smaller view |
| serverMapRestart
| Restart current game |
| vid_restart
| Restart renderSystem |
| cvar_restart
| Restart the cvar system |
| in_restart
| Restart the input system |
| s_restart
| Restart the sound system |
| weapprev
| Return to previous weapon slot |
| give weapon_rocketlauncher
| Rocket launcher |
| image_roundDown | Round bad sizes down to nearest power of two |
| com_preciseTic | Run one game tick every async thread update |
| com_asyncInput
| Sample input from the async thread |
| saveGame
| Save a game |
| saveLights
| Save all lights to the .map file |
| saveParticles
| Save all lights to the .map file |
| saveMoveables
| Save all moveables to the .map file |
| saveRagdolls | Save all ragdoll poses to the .map file |
| avidemo
| Save demo in .AVI format |
| demoShot
| Save screenshot for a demo |
| saveSelected | Save the selected entity to the .map file |
| af_contactFrictionScale
| Scale contact friction |
| g_useDynamicProtection | scale damage and armor dynamically to keep player alive more often |
| r_sb_biasScale
| Scale factor for jitter bias |
| r_sb_jitterScale
| Scale factor for jitter offset |
| g_damageScale <number>
| Scale final damage on player by this factor |
| r_flareSize | Scale flare deforms from the material def |
| af_jointFrictionScale
| Scale the joint friction |
| af_timeScale
| Scale time |
| r_shadowPolygonFactor | Scale value for stencil shadow drawing |
| timescale <number>
| Scales the time |
| LANScan
| Scan LAN for servers |
| r_useScissor | Scissor clip as portals and lights are processed |
| r_useShadowSurfaceScissor | Scissor shadows by the scissor rect of the interaction surfaces |
| g_gameReviewPause | Score review time in seconds at end game |
| image_colorMipLevels
| See texture MIP usage |
| Heartbeat
| Send heartbeat to master servers |
| say <message> | Send message to everyone in multi-player |
| set | Set a cvar |
| seta
| Set a cvar and flags it as archive |
| sets | Set a cvar and flags it as server info |
| sett
| Set a cvar and flags it as tool |
| setu
| Set a cvar and flags it as user info |
| testShaderParm | Set a shaderParm on an existing testModel |
| r_brightness <number>
| Set brightness level |
| si_gameType <value> | Set game type to: singleplayer, deathmatch, tourney, team dm or last man |
| r_gamma <0-3>
| Set gamma level |
| com_machineSpec
| Set hardware classification to |
| com_machineSpec 2 | Set hardware classification to high quality, |
| com_machineSpec 0 | Set hardware classification to low quality, |
| com_machineSpec 1 | Set hardware classification to medium quality, |
| com_machineSpec -1 | Set hardware classification to not detected, |
| com_machineSpec 3 | Set hardware classification to ultra quality |
| g_healthTakeLimit <number>
| Set how low can health get taken in nightmare mode |
| g_healthTakeAmt <number>
| Set how much health to take in nightmare mode |
| g_healthTakeTime <number>
| Set how often to take health in nightmare mode |
| s_numberOfSpeakers <number>
| Set number of speakers |
| g_cinematicMaxSkipTime <number>
| Set seconds to allow game to run when skipping cinematic |
| s_volume_db <number>
| Set sound volume; default is 0 |
| setviewpos
| Set the current view position |
| playerModel <model name>
| Set the given model on the player |
| image_anisotropy <number>
| Set the maximum texture anisotropy if available |
| r_sb_samples <number>
| Set to 0, 1, 4, or 16 |
| s_volume_dB <number>
| Set volume in dB |
| s_subFraction <number>
| Set volume to subwoofer in Dolby 5.1 |
| r_showTangentSpace <0-3>
| Shade triangles by tangent space; 1 = use 1st tangent vector, 2 = use 2nd tangent vector, 3 = use normal vector |
| r_showTexturePolarity | Shade triangles by texture area polarity |
| give weapon_shotgun
| Shotgun |
| aasStats
| Show AAS stats |
| showViewNotes | Show any view notes for the current map, successive calls will cycle to the next note |
| af_showTimings
| Show articulated figure CPU usage |
| com_showAsyncStats
| Show async network stats |
| game_memory
| Show available memory |
| g_bloodEffects
| Show blood splats, sprays, and gibs |
| af_showBodies
| Show bodies |
| af_showBodyNames
| Show body names |
| collisionModelInfo
| Show collision model info |
| af_showConstraintNames
| Show constraint names |
| af_showConstraints
| Show constraints |
| g_decals
| Show decals (bullet holes, etc.) |
| g_doubleVision
| Show double vision when taking damage |
| g_projectileLights
| Show dynamic lights on projectiles |
| com_speeds
| Show engine timings |
| r_showEntityScissors
| Show entity scissor rectangles |
| com_showFPS
| Show frame rate |
| com_showfps 1
| Show framerate |
| ui_showGun
| Show gun |
| help | Show help |
| ik_debug
| Show IK debug lines |
| r_showTrace | Show intersection of an eye trace with the world |
| af_showLimits
| Show joint limits |
| lcp_showFailures
| Show LCP solver failures |
| r_showLightScissors
| Show light scissor rectangles |
| af_showMass
| Show mass of each body |
| showDictMemory
| Show memory used by dictionaries |
| showInteractionMemory
| Show memory used by interactions |
| showStringMemory
| Show memory used by strings |
| showTriSurfMemory
| Show memory used by triangle surfaces |
| m_showMouseRate
| Show mouse movement |
| g_muzzleFlash <0 or 1>
| Show muzzle flashes |
| nextFrame | Show next animation frame on test model |
| nextAnim
| Show next animation on test model |
| prevFrame | Show previous animation frame on test model |
| prevAnim
| Show previous animation on test model |
| af_showPrimaryOnly
| Show primary constraints only |
| rb_showBodies
| Show rigid bodies |
| rb_showActive | Show rigid bodies that are not at rest |
| rb_showTimings
| Show rigid body cpu usage |
| serverInfo
| Show server info |
| com_showSoundDecoders
| Show sound decoders |
| af_showActive | Show structures of articulated figures not at rest |
| r_showSurfaceInfo | Show surface material name under crosshair |
| af_showInertia
| Show the inertia tensor of each body |
| rb_showInertia | Show the inertia tensor of each rigid body |
| rb_showMass
| Show the mass of each rigid body |
| af_showTotalMass | Show the total mass of each articulated figure |
| rb_showVelocity
| Show the velocity of each rigid body |
| com_showMemoryUsage
| Show total and per frame memory usage |
| af_showTrees
| Show tree-like structures |
| af_showConstrainedBodies | Show two bodies constrained by the highlighted constraint |
| af_showVelocity
| Show velocity of each body |
| r_showSmp | Show which end (front or back) is blocking |
| r_jointNameScale | Size of joint names when r_showskel is set to 1 |
| pm_spectatebbox <number>
| Size of the spectator bounding box |
| r_skipRender
| Skip 3D rendering, but pass 2D |
| r_skipBlendLights
| Skip all blend lights |
| r_skipFogLights
| Skip all fog lights |
| r_skipInteractions | Skip all light/surface interaction drawing |
| r_skipPostProcess
| Skip all post-process renderings |
| g_skipViewEffects
| Skip damage and other view effects |
| af_skipFriction
| Skip friction |
| af_skipLimits
| Skip joint limits |
| r_skipOverlays
| Skip overlay surfaces |
| r_skipROQ
| Skip ROQ decoding |
| af_skipSelfCollision
| Skip self collision detection |
| com_skipRenderer
| Skip the renderer completely |
| r_skipTranslucent | Skip the translucent interaction rendering |
| g_cinematic | Skip updating entities not marked 'cinematic' '1' during cinematics |
| r_lightSourceRadius
| Soft-shadow sampling |
| spawnServer
| Spawn a server |
| give <item name>
| Spawn indicated item |
| con_speed <number>
| Speed at which the console moves |
| pm_crouchspeed <number> | Speed the player can move while crouched |
| pm_noclipspeed <number> | Speed the player can move while in noclip |
| pm_runspeed <number> | Speed the player can move while running |
| pm_spectatespeed <number> | Speed the player can move while spectating |
| recorddemo
| Start recording game demo |
| r_debugArrowStep <number>
| Step size of arrow cone line rotation in degrees |
| stopRecording
| Stop demo recording |
| r_useNodeCommonChildren | Stop pushing reference bounds early when possible |
| stoprecording
| Stop recording game demo |
| r_singleEntity
| Suppress all but one entity |
| r_singleLight
| Suppress all but one light |
| r_singleSurface | Suppress all but one surface on each entity |
| _button0 | Switch to indicated weapon slot, regardless if you have a weapon there |
| _button1 | Switch to indicated weapon slot, regardless if you have a weapon there |
| _button2 | Switch to indicated weapon slot, regardless if you have a weapon there |
| _button3 | Switch to indicated weapon slot, regardless if you have a weapon there |
| _button4 | Switch to indicated weapon slot, regardless if you have a weapon there |
| _button5 | Switch to indicated weapon slot, regardless if you have a weapon there |
| _button6 | Switch to indicated weapon slot, regardless if you have a weapon there |
| _button7 | Switch to indicated weapon slot, regardless if you have a weapon there |
| screenshot
| Take a screenshot |
| envshot
| Take an environment shot |
| takeViewNotes | Take notes about the current map from the current view |
| sayTeam
| Team text chat |
| clientVoiceChatTeam
| Team voice chats |
| teleport
| Teleport player to an entity location |
| nextGUI | Teleport player to the next func_static with a GUI |
| testDamage
| Test a damage def |
| testGUI
| Test a GUI |
| testLight
| Test a light |
| testmap
| Test a map |
| testModel
| Test a model |
| testPointLight
| Test a point light |
| testSaveGame
| Test a save game for a level |
| testSkin
| Test a skin on an existing testModel |
| testSound
| Test a sound |
| testAnim
| Test an animation |
| testFx
| Test an FX system |
| testBoneFx
| Test an FX system bound to a joint |
| testBlend
| Test animation blending |
| testDeath
| Test death |
| af_testSolid | Test for bodies initially stuck in solid |
| g_testModelAnimate | Test model animation; 0 = cycle anime with origin reset, 1 = cycle anim with fixed origin, 2 = cycle anim with continuous origin, 3 = frame by frame with continuous origin, 4 = play anime once |
| g_testModelRotate
| Test model rotation speed |
| testParticleStopTime | Test particle stop time on a test model |
| g_testParticle | Test particle visualation; set by the particle editor |
| testSIMD
| Test SIMD code |
| say | Text chat |
| timeCmdDemo
| Time a command demo |
| timeDemo
| Time a demo |
| timeDemoQuit
| Time a demo and quits |
| pm_crouchrate <number>
| Time it takes for player's view to change from standing to crouching |
| con_notifyTime | Time messages displayed when console is displayed |
| toggle
| Toggle a cvar |
| g_flushSave <0 or 1> | Toggle disable buffer file writing for save games |
| g_showprojectilepct 1
| Toggle hit % to HUD |
| s_showlevelmeter 1
| Toggle sound level display |
| pm_thirdperson <0 or 1>
| Toggle third person view |
| touch
| Touch a decl |
| touchFile
| Touch a file |
| touchGui
| Touch a gui |
| touchFileList
| Touch a list of files |
| touchModel
| Touch a model |
| trigger
| Trigger an entity |
| r_useShadowCulling | Try to cull shadows from partially visible lights |
| unbind
| Unbind any command from a key |
| unbindall
| Unbind any command from all keys |
| unbindRagdoll <name>
| Unbind selected ragdoll |
| com_updateLoadSize | Update the load size after loading a map |
| vid_restart | Update to previously entered screen resize code |
| image_usePrecompressedTextures
| Use .DDS files if present |
| r_hdr_useFloats
| Use a floating point rendering buffer |
| r_useLightPortalFlow | Use a more precise area reference determination |
| r_useIndexBuffers | Use ARB_vertex_buffer_object for indexes |
| r_useVertexBuffers | Use ARB_vertex_buffer_object for vertexes |
| r_skipDiffuse
| Use black for diffuse |
| r_skipSpecular
| Use black for specular1 |
| af_useSymmetry
| Use constraint matrix symmetry |
| pm_usecylinder | Use cylinder approximation instead of bounding box for player collision detection |
| r_useDepthBoundsTest | Use depth bounds test to reduce shadow fill |
| r_skipBump | Use flat surface instead of the bump map |
| r_sb_linearFilter | Use GL_LINEAR instead of GL_NEAREST on shadow maps |
| af_useImpulseFriction
| Use impulse-based contact friction |
| af_useJointImpulseFriction
| Use impulse-based joint friction |
| r_useTurboShadow | Use infinite projection with W technique for dynamic shadows |
| af_useLinearTime | Use linear time algorithm for tree-like structures |
| r_useNV20MonoLights
| Use pass optimization for mono lights |
| r_useConstantMaterials | Use pre-calculated material registers if possible |
| r_useOptimizedShadows | Use the dmap generated static shadow volumes |
| r_useInfiniteFarZ
| Use the no-far-clip-plane trick |
| com_allowConsole
| Use ~ to toggle console |
| r_demonstrateBug | Used during development to show IHV's their problems |
| mod_validSkins | Valid skins (including flushing referenced pak files); decreased if over 0 |
| win_ypos
| Vertical position of window commands |
| r_terrainScale
| Vertically scale USGS data |
| r_mode
| Video mode number |
| clientVoiceChat
| Voice chats |
| s_globalFraction | Volume to all speakers when not spatialized |
| g_timeEntities <number> | When non-zero, shows entities whose think functions exceeded the number of milliseconds specified |
| pm_staminathreshold <number>
| When stamina is below this value, player slows to a walk |
| r_debugLineWidth <number>
| Width of debug lines |
| r_sb_viewResolution | Width of screen space shadow sampling screenFraction for testing fill rate; the resolution of entire screen can be changed |
| win_username
| Windows user name |
| aviCmdDemo
| Write .AVI for a command demo |
| aviDemo
| Write .AVI for a demo |
| aviGame
| Write .AVI for the current game |
| image_writePrecompressedTextures
| Write .DDS files if necessary |
| image_writeNormalTGA | Write .tgas of the final normal maps for debugging |
| image_writeNormalTGAPalletized | Write .TGAs of the final palletized normal maps for debugging |
| image_writeTGA | Write .TGAs of the non normal maps for debugging |
| writeCmdDemo
| Write a command demo |
| writeConfig
| Write a config file |
| image_useOfflineCompression | Write batch file for offline compression of .DDS files |
| writeGameState
| Write game state |
| testSave
| Write out a test savegame |
| writePrecache
| Write precache |
| pm_bboxwidth
| x/y size of player's bounding box |
| in_yawspeed | Yaw change speed when holding _left or _right button |
These are Weapon Mods for the weapons that you get as you progress in the game. A marine tech thoughout the game will give you these but if you want to get them now, you can. The only catch is... You need to weapon to use the mod. No problem there cause you can spawn the weapon as well or use "give all".
Note: Like mentioned above you need the weapon first to use the mod. Spawning these icon mods does not automaticly give you the weapon with the mod. It only gives you the mod itself which is useless with out the weapon.
All have been tested and work perfectly. All 3 nailgun mods seem to be the same, From what Ive seen they all do the same effect.
Press "Ctrl, Alt and ~" to bring up the console and type in the following and then press "Enter" when done to spawn one of the following. Each one mess be entered seperatley. There is a bigger list but these are the only ones that work!
If you don't want to ruin the game and see some of the future enemies in game then don't use these or even read this list! If I have a "unknown enemy" listed that means I just don't know what it is called.
From the Main Menu, goto Multiplayer, then goto Settings. Then click on your name to change it. Enter these symbols in as would with any other character.