Console Command List/R

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Command Default Cheat? Help Text
r 3dnow 1 hl2 : to make engine uses amd 3dnow registers
r 3dsky 1 Yes Enable the rendering of 3d sky boxes
r AirboatPitchCurveLinear 60 Yes None
r AirboatPitchCurveZero 25 Yes None
r AirboatRollCurveLinear 120 Yes None
r AirboatRollCurveZero 90 Yes None
r AirboatViewBlendTo 1 Yes None
r AirboatViewBlendToScale 0 Yes None
r AirboatViewBlendToTime 1 Yes None
r AirboatViewDampenDamp 1 Yes None
r AirboatViewDampenFreq 7 Yes None
r AirboatViewZHeight 0 Yes None
r ambientlightingonly 0 Yes Set this to 1 to light models with only ambient lighting (and no static lighting).
r aspectratio 0 Yes None
r avglight 1 None
r avglightmap 0 None
r cheapwaterend None
r cheapwaterstart None
r cleardecals Usage r_cleardecals <permanent>.
r_ClipAreaPortals 1 Yes None
r colorstaticprops 0 Yes None
r debugcheapwater 0 Yes None
r debugrandomstaticlighting 0 Yes Set to 1 to make all static lighting red for debugging. Must restart for change to take affect.
r decal cullsize 5 Decals under this size in pixels are culled
r decals 2048 None
r decalstaticprops 1 Decal static props test
r DispBuildable 0 Yes None
r DispDrawAxes 0 None
r DispEnableLOD 0 None
r DispFullRadius 400 Radius within which a displacement will stay at its highest LOD
r DispLockLOD 0 None
r DispRadius 500 None
r DispSetLOD 0 None
r DispTolerance 5 None
r DispUpdateAll 0 None
r DispUseStaticMeshes 1 Yes High end machines use static meshes. Low end machines use temp meshes.
r DispWalkable 0 Yes None
r DoCovertTransitions 0 None
r dopixelvisibility 1 None
r drawbatchdecals 1 Render decals batched.
r DrawBeams 1 Yes None
r drawbrushmodels 1 Yes Render brush models.
r drawclipbrushes 0 Yes Draw clip brushes
r drawdecals 1 Yes Render decals.
r drawdetailprops 1 None
r DrawDisp 1 Yes Toggles rendering of displacment maps
r drawentities 1 Yes None
r drawflecks 1 None
r drawfullskybox 1 Yes None
r drawleaf -1 Yes Draw the specified leaf.
r drawlightcache 0 Yes 0: off

1: draw light cache entries2: draw rays

r drawlightinfo 0 Yes None
r drawlights 0 Yes None
r drawmodeldecals 1 None
r DrawModelLightOrigin 0 Yes None
r drawmodelstatsoverlay 0 Yes None
r drawmodelstatsoverlaydistance 500 Yes None
r drawmodelstatsoverlaymax 1 time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2
r drawmodelstatsoverlaymin 0 time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2
r drawopaquerenderables 1 Yes None
r drawopaqueworld 1 Yes None
r drawothermodels 1 Yes None
r drawparticles 1 Yes Enable/disable particle rendering
r drawpixelvisibility 0 Show the occlusion proxies
r_DrawPortals 0 Yes None
r DrawRain 1 Yes Enable/disable rain rendering.
r drawrenderboxes 0 Yes None
r drawropes 1 Yes None
r drawskybox 1 Yes None
r DrawSpecificStaticProp -1 None
r drawsprites 1 Yes None
r drawstaticprops 1 Yes None
r drawtranslucentrenderables 1 Yes None
r drawtranslucentworld 1 Yes None
r drawvgui 1 Yes Enable the rendering of vgui panels
r drawviewmodel 1 Yes None
r drawworld 1 Yes Render the world.
r dynamic 1 None
r eyeglintlodpixels 20 The number of pixels wide an eyeball has to be before rendering an eyeglint. Is a floating point value.
r eyegloss 1 None
r eyemove 1 None
r eyes 1 None
r eyeshift x 0 None
r eyeshift y 0 None
r eyeshift z 0 None
r eyesize 0 None
r eyewaterepsilon 7 Yes None
r farz -1 Yes Override the far clipping plane. -1 means to use the value in env_fog_controller.
r fastzreject 0 Activate/deactivates a fast z-setting algorithm to take advantage of hardware with fast z reject. Use -1 to default to hardware settings
r flashlightconstant 0 Yes None
r flashlightdrawfrustum 0 None
r flashlightdrawfrustumbbox 0 None
r flashlightdrawsweptbbox 0 None
r flashlightfar 750 Yes None
r flashlightfov 45 Yes None
r flashlightlinear 100 Yes None
r flashlightlockposition 0 Yes None
r flashlightmodels 1 None
r flashlightnear 1 Yes None
r flashlightnodraw 0 None
r flashlightoffsetx 10 Yes None
r flashlightoffsety -20 Yes None
r flashlightoffsetz 24 Yes None
r flashlightquadratic 0 Yes None
r flashlightvisualizetrace 0 Yes None
r flex 1 None
r flushlod Flush and reload LODs.
r ForceRestore 0 None
r ForceWaterLeaf 1 Enable for optimization to water - considers view in leaf under water for purposes of culling
r frustumcullworld 1 None
r JeepFOV 90 Yes None
r JeepViewBlendTo 1 Yes None
r JeepViewBlendToScale 0 Yes None
r JeepViewBlendToTime 1 Yes None
r JeepViewDampenDamp 1 Yes None
r JeepViewDampenFreq 7 Yes None
r JeepViewZHeight 10 Yes None
r lightaverage 1 Activates/deactivate light averaging
r lightcache numambientsamples 162 number of random directions to fire rays when computing ambient lighting
r lightcachecenter 1 Yes None
r lightinterp 5 Controls the speed of light interpolation, 0 turns off interpolation
r lightmap -1 None
r lightstyle -1 None
r lockpvs 0 Yes Lock the PVS so you can fly around and inspect what is being drawn.
r lod -1 None
r lod noupdate 0 None
r mapextents 16384 Yes Set the max dimension for the map. This determines the far clipping plane
r maxdlights 32 None
r maxmodeldecal 50 None
r maxnewsamples 6 None
r maxsampledist 128 None
r minnewsamples 3 None
r mmx 1 hl1 and hl2 : to make engines use mmx registers
r modellodscale 1 1.0 is the default, set to a lower value (ie 0.5) to tend towards simpler models
r modelwireframedecal 0 Yes None
r newflashlight 1 Yes None
r newproplighting 0 None
r nohw 0 Yes None
r norefresh 0 None
r nosw 0 Yes None
r novis 0 Yes Turn off the PVS.
r occludeemaxarea 0 Prevents occlusion testing for entities that take up more than X% of the screen. 0 means use whatever the level said to use.
r occluderminarea 0 Prevents this occluder from being used if it takes up less than X% of the screen. 0 means use whatever the level said to use.
r occludermincount 0 At least this many occluders will be used, no matter how big they are.
r occlusion 1 Activate/deactivate the occlusion system.
r occlusionspew 0 Activate/deactivates spew about what the occlusion system is doing.
r overlaywireframe 0 None
r PhysPropStaticLighting 1 None
r pixelvis partial 1 None
r_portalscloseall 0 None
r_portalsopenall 0 None
r_PortalTestEnts 1 Yes Clip entities against portal frustums.
r printdecalinfo None
r propsmaxdist 1200 Maximum visible distance
r radiosity 4
0
No radiosity
1
Radiosity with ambient cube (6 samples)
2
Radiosity with 162 samples
3
162 samples for static props, 6 samples for everything else
r rainalpha 0 None
r rainalphapow 0 None
r raindensity 0 None
r RainHack 0 None
r rainlength 0 None
r RainProfile 0 Enable/disable rain profiling.
r RainRadius 1500 None
r RainSideVel 130 How much sideways velocity rain gets.
r RainSimulate 1 Enable/disable rain simulation.
r rainspeed 600 None
r RainSplashPercentage 20 None
r rainwidth 0 None
r renderoverlayfragment 1 None
r rootlod 0 Root LOD
r ropebatch 1 None
r ropetranslucent 1 None
r screenfademaxsize 0 Maximum prop visible distance
r screenfademinsize 0 Minimum prop visible distance
r screenoverlay None
r sequence debug 0 None
r shadowangles Set shadow angles
r shadowblobbycutoff some shadow stuff
r shadowcolor Set shadow color
r shadowdir Set shadow direction
r shadowdist Set shadow distance
r shadowids 0 None
r shadowlod -1 None
r shadowlodbias 2 None
r shadowmaxrendered 32 None
r shadowrendertotexture 1 Determines shadow quality - is the same as the "Shadow Detail" option in the menu
r shadows 1 Determines whether shadows are drawn
r shadowwireframe 0 Yes None
r showenvcubemap 0 Yes None
r skin 0 None
r skybox 1 Yes Enable the rendering of sky boxes
r_snapportal -1 None
r spewleaf 0 None
r sse 1 hl2 : to make engine uses sse registers
r sse2 1 hl2 : to make engine uses sse registers
r staticpropinfo 0 None
r teeth 1 None
r TransitionSensitivity 6 Controls when LODs are changed. Lower numbers cause more overt LOD transitions.
r updaterefracttexture 1 None
r vehicleBrakeRate 1 Yes None
r vehicleDrawDebug 0 Yes None
r VehicleViewClamp 1 Yes None
r VehicleViewDampen 1 Yes None
r visocclusion 0 Activate/deactivate wireframe rendering of what the occlusion system is doing.
r visualizelighttraces 0 Yes None
r visualizelighttracesshowfulltrace 0 Yes None
r visualizeproplightcaching 0 None
r visualizetraces 0 Yes None
r WaterDrawReflection 1 Enable water reflection
r WaterDrawRefraction 1 Enable water refraction
r waterforceexpensive 1 None
r waterforcereflectentities 0 None
r worldlightmin 0 None
r worldlights 2 number of world lights to use per vertex
rate 12000 Max bytes/sec the host can receive data
rcon Issue an rcon command.
rcon address 0 Address of remote server if sending unconnected rcon commands (format x.x.x.x:p)
rcon password 0 remote console password.
recompute speed Recomputes clock speed (for debugging purposes).
record Record a demo.
+reload None
-reload None
reload Reload the most recent saved game (add setpos to jump to current view position on reload).
removeid Remove a user ID from the ban list.
removeip Remove an IP address from the ban list.
replaydelay 0 None
report entities Lists all entities
report simthinklist Lists all simulating/thinking entities
report soundpatch reports sound patch count
report soundpatch reports sound patch count
report touchlinks Lists all touchlinks
respawn entities Yes Respawns all entities on the map. Is only usable on single player games.
restart Restart the game on the same level (add setpos to jump to current view position on restart).
retry Retry connection to last server.
revert Revert convars to their default values.
+right Start moving player right (button down)
-right Stop moving player right (button up)
room type 0 None
rope averagelight 1 Makes ropes use average of cubemap lighting instead of max intensity.
rope collide 1 Collide rope with the world
rope drawlines 0 None
rope shake 0 None
rope smooth 1 Do an antialiasing effect on ropes
rope smooth enlarge 1 How much to enlarge ropes in screen space for antialiasing effect
rope smooth maxalpha 0 Alpha for rope antialiasing effect
rope smooth maxalphawidth 1 None
rope smooth minalpha 0 Alpha for rope antialiasing effect
rope smooth minwidth 0 When using smoothing, this is the min screenspace width it lets a rope shrink to
rope subdiv 2 Rope subdivision amount
rope wind dist 1000 Don't use CPU applying small wind gusts to ropes when they're past this distance.