Post by Blubbles on Jul 8, 2008 20:56:21 GMT -8
These console commands are used to tweak SMOD the way you want it.
Pressing "`" the key next to the "1" key will bring up the console. If it doesn't work, go to options in the Main Menu then Keyboard tab. Then click the Advanced Tab on the bottom of the menu, then check "Enable Developer's Console" Then type in the codes at the bottom and press enter after doing so.
SV
sv_cheats | It turns on cheats with a value of 1; and naturally turns off with a value of 0. At game startup it's a good idea to enter the command. This way you can access many of SMODs features and other commands.
sv_maxspeed | Sets maximum drift speed.
Misc.
noclip | Turns on "Ghost Mode" and allows you to fly about and move through objects.
notarget | Invisibility
god | Invincibility
dropprimary | The weapon your currently holding is thrown away. It can set to a key in the options menu
thirdperson | Change to third person point of view. It is suggested you bind it to a key.
firstperson | Change to first person point of view. It is suggested you bind it to a key.
map ~ | This loads a specific map directly. replace ~ with the map name and it will load the specified map.
give ~ | This command gives you the item or weapon that you specify. Replace ~ with the weapon/item name.
bind “key name”/“command” | This binds a certian key to an action or specific command. Replace ~ with the specified key and put the command/action in quotes. You may enter multiple command binds by butting ; between each line.
bindtoggle “key name”/“command” | Works just like bind. Only commands with values of 1 or 0 can be used, or the bind will not work. Each time you hit the key it will toggle the desired effect.
airboat_mountgun | When the value is set at 1, the gun is attached to the air boat.It's necessary to set the value before an airboat is present.
mat_yuv | It's basically a Black & White mode
mat_luxels | Makes the grid visible
mat_dxlevel | With a value of 90 it's DX9.0 mode, with a value of 70 it's DX7.0 mode
developer | Shows the error reports and messages in game
showactivenodes | Shows the currently active nodes in the map
nav_converttoainode | It draws up AINode. After it's drawn up, please retain it with ai_snl_save. A .snl file is saved with your node coordinates.
um_citizen_model | Setting of custom citizen model. Type the path name of the Example: um_citizen_model | “models/combine_f_soldier.mdl”. Now the spawned npc_um_citizen has the model of and friendly combine soldier.
g_ragdoll_maxcount | The maximum number of indications of ragdolls on a mapv
demo_recordcommands | With a value of 1; the console commands you enter are recorded.
Impulse
impulse 100 | Activates flashlight!
impulse 101 | All weapons and the suit are given to you.
impulse 95 | Fireworks!
impulse 96 | Fireworks!
impulse 90 | Shows the coordinates of the Eye, and Player model Camera Positions.
impulse 200 | The weapon view model is made invisible
impulse 111 | Night vision. Wears down energy 2 times that of the flashlight. (DX9 exclusive use)
Sk
sk_plr_dmg_ak47 | Sets damage of the ak47
sk_npc_dmg_ak47 | Sets the NPC damage of the AK47
sk_plr_dmg_grease | Sets damage of the grease gun
sk_plr_dmg_kar98 | Sets the damage of the Kar98
sk_plr_dmg_mp5_min | Sets the lowest value of damage of the mp5
sk_plr_dmg_mp5_max | Sets the highest value of damage of the mp5
sk_plr_dmg_svd_scale | Adjusts the damage of the SVD
sk_npc_dmg_svd_scale | Adjusts the NPC damage of the SVD
sk_max_customammo1 | Sets maximum frequency of custom ammo
sv_infinite_aux_power | AUX power infinity. With 1 with validity 0 invalidity.
sk_dmg_inflict_scale1 |
sk_dmg_inflict_scale2 |
sk_dmg_inflict_scale3 |
sk_dmg_take_scale1 |
sk_dmg_take_scale2 |
sk_dmg_take_scale3 |
sk_autoaim_scale1 |
sk_autoaim_scale2 |
sk_max_smg1 | The maximum amount bullets you're able to carry of the mp7
sk_max_smg1_grenade | The maximum quantity of possession of SMG grenades. (mp7 specifically)
sk_max_ar2 | The maximum quantity of possession of the pulse rifle ammunition.
sk_max_ar2_altfire | The maximum quantity of possession of pulse rifle secondary ammunition.
Physics
physcannon_megacannon | With a value of 1, this switches to the more powerful gravity gun.
physlaunch_throwforce | This sets the force at which objects fired from the PhysLauncher fly out at.
physlaunch_mass | Sets the mass of objects fired from the PhysLauncher
physlaunch_model | Sets the model of what is fired out of the PhysLauncher
physlaunch_offset | When throwing the thing with the thing launcher, shifting which extent, ago it sets whether you throw. When throwing large ones, please increase value
physlaunch_class | When drawing up the thing with thing launcher, class is appointed. Default is “prop_physics”.
physlaunch_dissolveentity | Toggles the effect of the item dissolving when using the alt fire on the phys launcher.
phys_gunmass | Try experimenting
phys_gunvel | Try experimenting
phys_gunforce | Try experimenting
phys_guntorque | Try experimenting
phys_gunglueradius | Try experimenting
phys_npcdamagephysicsscale1 | Changes the force exerted on an npc from a gun
phys_npcdamagephysicsscale2 | Works like the above, only with explosions
phys_massscale | Adjusts the weight of physical object
physlaunch_cannoneffect | Changes the primary fire on the PhysLauncher to have a Gravity Gun like effect
phys_easilybreak | Easily breakable phys objects? (Try experimenting)
phys_breakvelscale | Adjusts velocity of prop fragments
Weapons
weapon_infinityammo | Makes your ammunition infinite. Also disables reloading
weapon_maxweapons | Changes the ammount of weapons you can carry (grenades don't apply)
weapon_customweight | Sets criticality of the weapon individually
weapon_limitcategory | When it sets to 1, it uses the weapon restrictions found in: scripts/weapon_category.txt
weapon_smg_firerate | Rate of fire of sub-machinegun
weapon_ar2_firerate | Rate of fire of pulse rifle
weapon_crossbow_fastshoot | When set to 1, the crossbow bolt fire rate increases.
weapon_crossbow_forcesticky | This reaches the point where the enemy can be stuck even with when ragdoll_forceserverragdoll is effective.
weapon_alyxgun_firerate | Changes the fire rate of the AlyxGun
weapon_lasergun_damage | Sets the damage of the lasergun
weapon_cfrag_powerscale | Strength of Gravity Grenade
weapon_cfrag_decrementammotype | Appoints method of decreasing gravity grenade discharge.
weapon_scissor_damage | Adjusts the Scissors damage
weapon_scissor_maxreflection | Adjusts the frequency which the scissors reflects in the wall
weapon_scissor_speed | Adjusts the speed which the scissors flies
weapon_scissor_decrementammotype | Appointsthe method of decreasing the scissors.
weapon_svd_cslike | Trajectory of SVD is like CS (there is no ballistic calculation)
weapon_svd_easymode | Turns viewbob and movement of the SVD while zoomed in off
weapon_svd_handbulr_mult | The strength of the viewbob and movement of the SVD scope.
weapon_svd_speedscale | The speed which the bullet of the SVD flies. 0.5 is half speed.
weapon_shovel_swing_damage | Sets attack power of primary attack of the shovel
weapon_shovel_stab_damage | Sets attack power of secondary attack of the shovel is set
weapon_shovel_swing_slashdamage | Adds slashdamage attribute to primary attack of the shovel
weapon_shovel_float_angle | Sets facing designation angle of the shovel
weapon_shovel_floatpower | Sets teh buoyancy of the shovel while shaking
weapon_shovel_stabpower | The power of the secondary attack of the shovel
weapon_psp_discspeed | Speed of the disk is set for the PSP
weapon_psp_discdamage | The damage of the disk is set for the PSP
weapon_psp_discdamageforce | Explosive power of the disk is set for the PSP
weapon_psp_discdamageradius | The damage range of the disk is set for the PSP
weapon_psp_discfixdamage | Sets damage of the disk that locks. Combines with the weapon_psp_discdamage ~
weapon_psp_stuckchance | Sets amount of stacks of psp. In the case of a value of 10, there is a possibility of stacking to every UMD10 departure.
weapon_soy_isoflavone | Sets content of the soybean
weapon_ironsightwalkspeed | Changes to the iron sight walk speed. 1.0 is the same speed as regular running.
weapon_flamethrower_length | Sets the distance of the Flamethrower flame
weapon_flamethrower_damage | Sets the damage of the Fleamthrower flame
weapon_flamethrower_recharge_rate | Changes the rate of the fuel recharge of the Flamethrower
weapon_customexplosive_reloadscheme | Resets the smod_custom_explosive settings (I'm sure)
weapon_stcannon_chargespeed | Sets the charge up speed of the Strider Cannon
weapon_crossbow_explobolt | Enables exploding crossbow bolts
Ragdolls
ragdoll_toclientragdolltime | The number of seconds the server lag doll is changed to the client lag doll. If 4 is appointed, it changes 4 seconds later. 8 is recommended, due to cpu issues
ragdoll_forceserverragdoll | At a value 0; forcing adaptation of the server lag doll is canceled. (State of HL2 default)
ragdoll_sr_playdeathpose | At a value 1, when npc dies, there is a "deathpose" It also applies to the server lag doll.
ragdoll_twitch | Makes ragdolls twitch after an npc is dead.
ragdoll_collision_type | Sets the area collision type of ragdolls. (Experiment with it)
ragdoll_dissolvephys | When it sets to 1, the lag doll where dissolve effect occurs is put in weightlessness. Namely, it becomes close in effect expression of main part.
ragdoll_cl_parammode | Applies the lag dolls behavior parameter, to the client lag doll. (Experiment with it)
ragdoll_electric_boogie | Makes the ragdolls twitch with electrical shocks upon death
ragdoll_gibtimer | Time until the ragdolls go to a meaty pile of flesh.
ragdoll_rotIntertiaLimit_Max | Sets the max inertia of ragdolls upon death/rot. The same as ragdoll_rotntertialimit_~.
ragdoll_rotIntertiaLimit_Min | Sets the min inertia of ragdolls upon death/rot. The same as ragdoll_rotntertialimit_~.
ragdoll_jointFrictionScale_Max | Coefficient of friction is set to random at value between min and max.
ragdoll_jointFrictionScale_Min | Coefficient of friction is set to random at value between min and max.
ragdoll_damper | Deceleration ratio of the lag doll is adjusted. When value is enlarged, deceleration becomes quick.
ragdoll_rotdamper | Try experimenting
ragdoll_parammode | In case of 1 information while it is the parameter which is appointed to the lag doll is transferred. In case of 0 the parameter which lag doll self-confidence has is revised.
ragdoll_dragcoefficient Resistivity of dragging the lag doll to the land. ()
ragdoll_inertia | Adjusts the movements of ragdolls. ()
ragdoll_rotlimit | Try experimenting
ragdoll_convulsion | ()
ragdoll_massscale | Adjusts the mass-scale of ragdolls (?) Main part is 1.0. ()
ragdoll_zvector | Adjust the vertical force exerted on an npc upon death.
ragdoll_holdweapon | When enabled, upon turning into ragdolls (or dying), npcs with guns hold their guns and spray bullets.
ragdoll_ex_action | Turns on a special (something <.<) for ragdolls. Full description is not yet avaliable.
Ignore
ignore_ragdollmanager | Try experimenting
ignore_point_command | This is an option to nullify the command which is issued from a map. (Server and Client)
Gore
gore_gibhealth | Sets the health of ragdolls. (Amount of damage they take before gibbing)
gore_togib | Enables or Disables gibs
gore_moregore | MAOR GORE! Try a value of 1 or 2.
gore_spreadwatersurface | Makes blood spread across water
gore_raggib_max | The maximum number of gibs that flies out of a ragdoll
gore_raggib_unbreakable | Makes it so ragdolls don't gib. This is suggested for lower-end cpus.
gore_stickygib_max | Makes the blood stick and drip off of ceilings and walls. You can set the amount you wish for specified settings.
gore_noblood | Disables blood decals
gore_bleeding | Bleeding description? I think you can figure it out
gore_ragdoll_bloodstain | This stops the blood decals from appear when a ragdoll moves.
gore_raggib_throwpowerscale | The power of the meat piece scatter of the lag doll. Set in magnification ratio.
gore_instagibmode | Insta gibbing upon death. Pretty self-explanatory.
gore_gib_quantity_of_calorie | Enables or Disables the ability to eat gibs for health
gore_raggib_spawncount | Sets the number of occurrences of the meat.
gore_raggib_fadetime | Setting the time when the meat of the lag doll is turned off
gore_damage_forcescale | Sets the amount of force needed to gib a ragdoll or enemy.
gore_raggib_interacttime | The lag doll meat piece (raggib) changes to the client lag doll in the time you designate.
Effects
r_muzzledynamiclight | With a value of 1, 3rd party muzzle flashes light up dynamically (ie: reflects off walls ect)
r_fire_dynamiclight | With a value of 1, fire lights up dynamically (ie: reflects off walls ect)
r_smod_dynamiclightmode | With a value of 1, the dynamic lighting is turned off. With a value of 2, it illuminates falsely (recommended). If it makes 0, the dynamic light is turned on. (cpu demanding)
r_increaseparticles | With a value of 1, the particle amount on impact is increased. It increases more with a value of 2.. With a value of 3, it means enormous amounts. A value of 4 explodes the area of impact with particles It turns off with 0
r_motionblur | Turns on motion blur.
r_motionblur_max | Sets the max strength of motion blur
r_motionblur_min | Sets the min strength of motion blur
r_btscreffect | Enables a bullet time screen effect (similar to F.E.A.R.)
r_zoomlenseffect: Enables a scope lens effect. (DX9 only)
r_ironsightblur | Enables an ironsight blur that surrounds the center of the screen. (DX9 only)
r_drawbullettimeeffects | Turns on bullet time bullet trails and effects. (try 1, 2, or 3) Off with 0
r_grenadeeffect | Turns on bullet time explosion effects. (Like the matrix or F.E.A.R.)
r_smod_bloom | Enables SMODs bloome effect. This is not like hdr
r_smod_bloom_amount | Sets strength of bloom effect.
r_smod_bloom_fakeexposure | Enables a false exposure mapping
r_smod_bloom_starfilter | Enables an alternate bloom setting
r_bulletimpact_blur | When you're hit.. the screen blurs
r_screenblur | Generates a screenblur that activates when you are near and explosion. (DX9 only)
r_screenblur_max | The max amount of the above
r_screenblur_recover | Sets the speed of the blur recovery.
r_increaseparticles_flag | This option sets r_increaseparticles in detail. (more info coming soon)
r_visoreffects | Enables visor effects. ie: blood on screen, water effects on screen, ect. (DX9 only)
r_visoreffectstimescale | Sets the timescale of the visor effects
r_viewmodel_dof DoF** | Applies DOF to the view model. (DX9 only/experimental)
r_viewmodel_dof_start | The start position to which focus slips. (Forward)
r_viewmodel_dof_end | The position where focus ends. (Inner part)
r_viewmodel_dof_test | The depth buffer for DoF.
r_draw_grtracer | Changes tracers to be more Solid and white that take longer to disappear. (Like in GRAW)
r_underwaterblur | Enables screen blur upon entering water
r_nvpower | Sets effectiveness of night vision
r_vectorblur | enables screen blurring whilst looking around. Similar to ep2.
r_vectorblur_forward | adjusts the blur power of vector blur when moving forward. (?)
r_shockeffect | Enables an explosion and damage effect.
Npc
npc_create ~ Creates a desired npc
npc_create_equipment ~ | Appoints the gun for the npcs you spawn
npc_hate_gordon | Activates a mode were every npc hates gordon. (except for crucial npcs I presume)
npc_randomize_weapon | When set to 1, it randomizes the pcs weaponry. You can edit this via: scripts/npc_weapon_randomize.txt.
npc_ffretaliation | Turns on retaliation of friendly npcs. They will fire back if you hit them!
npc_speedmultiplier | Appoints a magnification ratio of the speed which NPC runs.
npc_replacemodel | At a value of 1, the settings of scripts/npc_replace_model.txt, is activated. It replaces the model of desired npcs.
npc_weapon_adjustspread | Adjusts the enemies bullet spread.
npc_f_turret_floor_stabilize_angle | Appoints the limited angle where the amicable turret collapses.
npc_turret_floor_firerate | Rate of fire of the turret is set
npc_f_turret_floor_firerate | Rate of fire of the amicable turret
npc_gunship_deatheffect | Appoints whether the occasion where the gunship explodes and gives off explosive damage. Best turned off for shovel kills
npc_gunship_combatthink | Adjusts the speed at which the gunship fires. Default is 0.2.
npc_combine_ace_color | Sets the color of the combine_ace npc
npc_combine_aggressiveness | Sets the aggressiveness of the combine (Try experimenting) Default is 3
npc_helicopter_bulletdamagescale | Sets the scale of damage for the combine helicopter
npc_gunship_bulletdamagescale | Sets the scale of damage for the combine gunship
npc_strider_bulletpenetration | enables bullet penetration through walls with strider bullets
zombie_headcrabless | Removes headcrabs from zombies
Enemies
enemies_weaponskill | Adjusts the weapon skill of the combine. There's 3 stages. (1: high, 2: even higher, 0: hl2 default)
enemies_triggertime | Adjusts a magnification ratio the combine shoots. Increase for higher intensity gunfights.
enemies_useshield | Enables combine shields. Some combine will spawn with armor after this is set. A lower value means the more chance of the enemies using the shields.
enemies_grenadethrowtime | Adjusts how often combine throw grenades.
enemies_disable_ff | Disables friendly fire for combine
enemies_hasgrenade | Adjusts the amount of grenades combine carry
enemies_strong_gappoi | Causes some soldiers to turn into super soldiers. (Tinted elites that jump high and are harder to kill)
enemies_useanm14 | Enables the combine using the anm14
enemies_shielddurability_max | Sets maximum shield health for combine shields
enemies_shielddurability_min | Sets minimum shield health for combine shields
combine_grenthrowattach | () Try experiementing
Companion
companion_weaponskill | Adjusts the weapon skill of friendlies. Try 1, 2, or 3. 0 is default.
companion_keepweapon | Disables the picking up of new weapons for companions. If the npc has no weapon, he/she will pick one up.
companion_damagefilter | 0 means the companion can die. 1 means the attack of companion becomes invalid. () 2 means you can kill the npc.
SMOD
smod_weapon_mod | When set to 1, behavior of the weapon is modified. On-target hit ratio rises instead of reaction while firing.
smod_player_deathcam | Sets the type of deathcam for the player. 1 reduces collapsing of the camera upon death. 2 stays in the field of view of the player upon death (needs player model) 3 turns it off.
smod_player_deathcam_zoffset | Regular hl2 deathcam (??) Try experimenting
smod_player_locationdamage | Enables locational damage. (needs playermodel)
smod_player_noweaponlower | Disables the lowering of weapon when facing friendly npc
smod_player_takesffdamage | Enables friendly fire for the player
smod_player_painfulvoice | Enables player selected sound upon taking damage. Modify this with game_sounds_player.txt
smod_playcoopmap | Enables coop mode for coop specific maps.
smod_player_compatible_dm_model | Enables hl2dm player model animations
smod_gamemode | Enables a special gamemode. You now get money from npcs instead of health. And health is bought with money
smod_player_deathswitchcamera | When enabled; When you die.. you switch to thirdperson view.
smod_player_death_timescale | When dying, it modifies in the designated time scale. ()
smod_player_death_timescale_instant | Try to change the time scale which keeps changing gradually at instant. ()
smod_player_death_freezeview | Upon death, the camera stays in place.
smod_ro_aimmode | Enables a special aim mode that mimics Red Orchestra
smod_ro_aimmode_radius | Adjust the range and radius of the ro_aimmode
smod_ro_aimmode_autocenter | Enables a auto center of ro_aimmode.. It slowly goes back to the center
smod_player_legmodel: Sets leg model of the Gordon Kick. Type the command then the model path.
smod_override_classname | Follows the contents of override_class.txt. Allows you to edit classes of commands ect.
smod_itemcrate_jackintheboxmode | Enables a mode were headcrabs occasionally pop out of item crates.
smod_player_dialogue | Gordon talks when he hits a friendly!
smod_viewbob | Enables a viewbob while moving. You can edit it with different values (I think)
smod_player_wearhelmet | Enables a player helmet. Upon receiving a headshot it mimics a helemt
smod_penetrate_bullet | Enables bullet penetration. Some weapons penetrate better than others.
smod_announce_kill_resettime | Sets the time in seconds that the killcount resets (applies with commands below)
smod_announce_kill_count | Sets quantaty of kills for smod announce
smod_announce_voicemax | Restricting number of sound played back for smod announce kills
smod_dontsprintshooting | Upon sprinting, the weapon model lowers to the hip and shooting is disabled momentarily
smod_nobunnyhop | Disables/Reduces bunnyhopping
smod_nobunnyhop_slowdownrate | Adjust the rate at which you slow during each jump (applies to above)
smod_cod_healthregen | Enables COD (call of duty) like health regeneration
smod_cod_healthregen_rate | Adjusts the rate at which you regain health (applies to above)
smod_cod_healthregen_warn | Adjusts the warning rate of the health loss (applies to above)
smod_player_starthealth | Adjusts the maximum health of playerv
smod_player_health | Adjusts health of player
smod_player_maxbattery | Adjusts the max battery amount the player can carry
smod_flashlight_usebattery | Enables or disables the flashlight using battery power.
smod_flashlight_usebattery_consumestime | Adjusts the speed at which the flashlight power depletes
smod_falldeath_removeblind | Removes blind upon falling death
smod_player_superjump | Enables super jumping
smod_player_superjump_scale | Setting for amplifying the superjump
smod_player_superjump_speed | Sets the bounce speed of the superjump
smod_player_superjump_damagecancel | Disables falling damage with superjump
ironsite_sensitivity | Sets sensitivity of the ironsite view
smod_lean_gunpos | Enables shooting whilst leaning
smod_lean_max | Sets how far the player cam is moved while leaning
smod_player_act_vehicle | Playermodel in vehicles. (Needs ACT_HL2MP_SIT_IN_VEHICLE activity in the model)
Disable
disable_antlion_maker | When at 0 the antlions don't appear
disable_autoswitch | Disables auto switch on weapon ammo depletion
disable_autofade | Disables object fade() Try experimenting
disable_loadmapadd | When set to 1, the map stops remodeling
disable_autosave | Disables autosaves
disable_headshot | With a value of 1, headshots for npcs are disabled
disable_kick | Disables kick
disable_bullettime | Disables bullet-time
disable_quickinfo | Disables quickinfo () Try experimenting
disable_drophealth | Disables droping health for npcs () Try experimenting
disable_armordamagereduction | Disables armor depletion upon receiving damage.
HUD
hud_reticlemaxsize | Sets the limit at which the custom crosshair spread can be
hud_disable_damageindicator | Disables the damage indicator on the hud
hud_disable_status | Turns the status on the HUD off
hud_disable_health | Turns the health on the HUD off
hud_disable_damagescreencolor | Disables the screen effect from damage.
BulletTime
bullettimesim | Enables or disables bullet time
bullettimesim_bulletspeed | Adjusts the bullet time bullet speed of the npcs
bullettimesim_playerbulletspeed | Adjusts the player bullet speed in bullet time
bullettimesim_damagemultiply | Adjusts the damage multiplication in bullet-time
bullettimesim_forcemultiply | Adjusts the bullet force in bullet time
bullettimesim_checkinterval | The interval which does the on-target hit decision of the bullet is set at second. 1 = 1 second () Try experimenting
bullettimesim_playeradjustspread | Adjusts the spread of the bullets in bullettime () Try experimenting
bullettimesim_timescale | Magnification ratio of speed of bullet time. (Adjusts the speed in bullettime) () Try experimenting
bullettimesim_dsptype | Try experimenting
bullettimesim_replace_se | Replaces sound of bullet time impact with something else
bullettimesim_accelmovespeed | Adjusts the move drift speed in bullettime
bullettimesim_checkfinish | Changes the bullet feel in bullet time to a regular feel () Try experimenting
bullettimesim_drawtrail | Changes bullettime trails to orange!
bullettimesim_type | There's 3 different values; 1-Means only your bullets are lagged. 2-only enemy bullets are lagged. 3-both enemy and player bullets lag.
bullettimesim_disable_flash | Disables the enter and exit flash in bullettime
bullettimesim_realtime_whiz_fx | Sets the wind cutting sound in bullettime to play in real time
bullettimesim_always_on | Changes it so bullettime so it's always on
bullettimesim_disable_ai | Disable ai whilst in bullet time mode
Cl
cl_playermodel | Sets the player model. Type the model path to change or type none to disable
cl_righthand | Changes the weapon model to be right handed
cl_drawhud | Disables or enables hud
cl_ragdoll_collide | Enables or disables colliding ragdolls
cl_show_bloodspray | Enables or disables bloodspray
Cam
cam_idealdist | Sets the distance between the camera in third person and the player model
cam_idealpitch | Sets the pitch of the thirdperson camera
cam_idealyaw | Sets the yaw of the first person camera
cam_crouchheightofs | Sets the height of thirdperson camera while crounching
cam_standheightofs | Height of the camera while standing in thirdperson view
cam_sideofs | Sets the left and right positoin of the thirdperson camera
cam_nottransmodel | When set to 1 transparencey of player model is disabled
cam_fixcamera | When set to 1, the third person camera is locked
cam_fixcamera_highpos | Largest height of fixed camera position in thirdperson
cam_fixcamera_lowpos | Lowest height of fixed camera position in thirdperson
cam_livemode | Live camera mod in thirdperson () Try experimenting
cam_fixcamera_changepos | Fixed camera modify () Try experimenting
cam_fixcamera_speed1 | The speed of the chase of fixed camera
cam_fixcamera_speed2 | The speed of the death chase came of fixed camera
Crosshair
crosshair_vis_in_ironsightmode | Enables crosshair to be visible in ironsite mode
crosshair | Enables crosshair.. 1 is default 2 is custom
crosshair_color | Sets crosshair color
crosshair_data | Sets the customization of the custom crosshair.
Snd
snd_restart | Try experimenting
snd_pitchshifttimescale | Trye experimenting
Item
item_customammo#_model | Sets custom ammo#'s model
item_customammo#_quantity | Sets the number of bullets of custom ammo#
HL2
hl2_walkspeed | sets the player walk speed
Viewmodel
viewmodel_nolag | Eliminates viewmodel lag
viewmodel_r | Horizontal positioning
viewmodel_u | Vertical positioning
viewmodel_f | Z-axis positioning
viewmodel_p | Pitch positioning
viewmodel_y | Yaw positioning
viewmodel_rl | Roll positioning
This was all aquired through research, most of which I found on the SMOD: TACTICAL site. I take no credit for this, I just basically took this from other forums
Pressing "`" the key next to the "1" key will bring up the console. If it doesn't work, go to options in the Main Menu then Keyboard tab. Then click the Advanced Tab on the bottom of the menu, then check "Enable Developer's Console" Then type in the codes at the bottom and press enter after doing so.
SV
sv_cheats | It turns on cheats with a value of 1; and naturally turns off with a value of 0. At game startup it's a good idea to enter the command. This way you can access many of SMODs features and other commands.
sv_maxspeed | Sets maximum drift speed.
Misc.
noclip | Turns on "Ghost Mode" and allows you to fly about and move through objects.
notarget | Invisibility
god | Invincibility
dropprimary | The weapon your currently holding is thrown away. It can set to a key in the options menu
thirdperson | Change to third person point of view. It is suggested you bind it to a key.
firstperson | Change to first person point of view. It is suggested you bind it to a key.
map ~ | This loads a specific map directly. replace ~ with the map name and it will load the specified map.
give ~ | This command gives you the item or weapon that you specify. Replace ~ with the weapon/item name.
bind “key name”/“command” | This binds a certian key to an action or specific command. Replace ~ with the specified key and put the command/action in quotes. You may enter multiple command binds by butting ; between each line.
bindtoggle “key name”/“command” | Works just like bind. Only commands with values of 1 or 0 can be used, or the bind will not work. Each time you hit the key it will toggle the desired effect.
airboat_mountgun | When the value is set at 1, the gun is attached to the air boat.It's necessary to set the value before an airboat is present.
mat_yuv | It's basically a Black & White mode
mat_luxels | Makes the grid visible
mat_dxlevel | With a value of 90 it's DX9.0 mode, with a value of 70 it's DX7.0 mode
developer | Shows the error reports and messages in game
showactivenodes | Shows the currently active nodes in the map
nav_converttoainode | It draws up AINode. After it's drawn up, please retain it with ai_snl_save. A .snl file is saved with your node coordinates.
um_citizen_model | Setting of custom citizen model. Type the path name of the Example: um_citizen_model | “models/combine_f_soldier.mdl”. Now the spawned npc_um_citizen has the model of and friendly combine soldier.
g_ragdoll_maxcount | The maximum number of indications of ragdolls on a mapv
demo_recordcommands | With a value of 1; the console commands you enter are recorded.
Impulse
impulse 100 | Activates flashlight!
impulse 101 | All weapons and the suit are given to you.
impulse 95 | Fireworks!
impulse 96 | Fireworks!
impulse 90 | Shows the coordinates of the Eye, and Player model Camera Positions.
impulse 200 | The weapon view model is made invisible
impulse 111 | Night vision. Wears down energy 2 times that of the flashlight. (DX9 exclusive use)
Sk
sk_plr_dmg_ak47 | Sets damage of the ak47
sk_npc_dmg_ak47 | Sets the NPC damage of the AK47
sk_plr_dmg_grease | Sets damage of the grease gun
sk_plr_dmg_kar98 | Sets the damage of the Kar98
sk_plr_dmg_mp5_min | Sets the lowest value of damage of the mp5
sk_plr_dmg_mp5_max | Sets the highest value of damage of the mp5
sk_plr_dmg_svd_scale | Adjusts the damage of the SVD
sk_npc_dmg_svd_scale | Adjusts the NPC damage of the SVD
sk_max_customammo1 | Sets maximum frequency of custom ammo
sv_infinite_aux_power | AUX power infinity. With 1 with validity 0 invalidity.
sk_dmg_inflict_scale1 |
sk_dmg_inflict_scale2 |
sk_dmg_inflict_scale3 |
sk_dmg_take_scale1 |
sk_dmg_take_scale2 |
sk_dmg_take_scale3 |
sk_autoaim_scale1 |
sk_autoaim_scale2 |
sk_max_smg1 | The maximum amount bullets you're able to carry of the mp7
sk_max_smg1_grenade | The maximum quantity of possession of SMG grenades. (mp7 specifically)
sk_max_ar2 | The maximum quantity of possession of the pulse rifle ammunition.
sk_max_ar2_altfire | The maximum quantity of possession of pulse rifle secondary ammunition.
Physics
physcannon_megacannon | With a value of 1, this switches to the more powerful gravity gun.
physlaunch_throwforce | This sets the force at which objects fired from the PhysLauncher fly out at.
physlaunch_mass | Sets the mass of objects fired from the PhysLauncher
physlaunch_model | Sets the model of what is fired out of the PhysLauncher
physlaunch_offset | When throwing the thing with the thing launcher, shifting which extent, ago it sets whether you throw. When throwing large ones, please increase value
physlaunch_class | When drawing up the thing with thing launcher, class is appointed. Default is “prop_physics”.
physlaunch_dissolveentity | Toggles the effect of the item dissolving when using the alt fire on the phys launcher.
phys_gunmass | Try experimenting
phys_gunvel | Try experimenting
phys_gunforce | Try experimenting
phys_guntorque | Try experimenting
phys_gunglueradius | Try experimenting
phys_npcdamagephysicsscale1 | Changes the force exerted on an npc from a gun
phys_npcdamagephysicsscale2 | Works like the above, only with explosions
phys_massscale | Adjusts the weight of physical object
physlaunch_cannoneffect | Changes the primary fire on the PhysLauncher to have a Gravity Gun like effect
phys_easilybreak | Easily breakable phys objects? (Try experimenting)
phys_breakvelscale | Adjusts velocity of prop fragments
Weapons
weapon_infinityammo | Makes your ammunition infinite. Also disables reloading
weapon_maxweapons | Changes the ammount of weapons you can carry (grenades don't apply)
weapon_customweight | Sets criticality of the weapon individually
weapon_limitcategory | When it sets to 1, it uses the weapon restrictions found in: scripts/weapon_category.txt
weapon_smg_firerate | Rate of fire of sub-machinegun
weapon_ar2_firerate | Rate of fire of pulse rifle
weapon_crossbow_fastshoot | When set to 1, the crossbow bolt fire rate increases.
weapon_crossbow_forcesticky | This reaches the point where the enemy can be stuck even with when ragdoll_forceserverragdoll is effective.
weapon_alyxgun_firerate | Changes the fire rate of the AlyxGun
weapon_lasergun_damage | Sets the damage of the lasergun
weapon_cfrag_powerscale | Strength of Gravity Grenade
weapon_cfrag_decrementammotype | Appoints method of decreasing gravity grenade discharge.
weapon_scissor_damage | Adjusts the Scissors damage
weapon_scissor_maxreflection | Adjusts the frequency which the scissors reflects in the wall
weapon_scissor_speed | Adjusts the speed which the scissors flies
weapon_scissor_decrementammotype | Appointsthe method of decreasing the scissors.
weapon_svd_cslike | Trajectory of SVD is like CS (there is no ballistic calculation)
weapon_svd_easymode | Turns viewbob and movement of the SVD while zoomed in off
weapon_svd_handbulr_mult | The strength of the viewbob and movement of the SVD scope.
weapon_svd_speedscale | The speed which the bullet of the SVD flies. 0.5 is half speed.
weapon_shovel_swing_damage | Sets attack power of primary attack of the shovel
weapon_shovel_stab_damage | Sets attack power of secondary attack of the shovel is set
weapon_shovel_swing_slashdamage | Adds slashdamage attribute to primary attack of the shovel
weapon_shovel_float_angle | Sets facing designation angle of the shovel
weapon_shovel_floatpower | Sets teh buoyancy of the shovel while shaking
weapon_shovel_stabpower | The power of the secondary attack of the shovel
weapon_psp_discspeed | Speed of the disk is set for the PSP
weapon_psp_discdamage | The damage of the disk is set for the PSP
weapon_psp_discdamageforce | Explosive power of the disk is set for the PSP
weapon_psp_discdamageradius | The damage range of the disk is set for the PSP
weapon_psp_discfixdamage | Sets damage of the disk that locks. Combines with the weapon_psp_discdamage ~
weapon_psp_stuckchance | Sets amount of stacks of psp. In the case of a value of 10, there is a possibility of stacking to every UMD10 departure.
weapon_soy_isoflavone | Sets content of the soybean
weapon_ironsightwalkspeed | Changes to the iron sight walk speed. 1.0 is the same speed as regular running.
weapon_flamethrower_length | Sets the distance of the Flamethrower flame
weapon_flamethrower_damage | Sets the damage of the Fleamthrower flame
weapon_flamethrower_recharge_rate | Changes the rate of the fuel recharge of the Flamethrower
weapon_customexplosive_reloadscheme | Resets the smod_custom_explosive settings (I'm sure)
weapon_stcannon_chargespeed | Sets the charge up speed of the Strider Cannon
weapon_crossbow_explobolt | Enables exploding crossbow bolts
Ragdolls
ragdoll_toclientragdolltime | The number of seconds the server lag doll is changed to the client lag doll. If 4 is appointed, it changes 4 seconds later. 8 is recommended, due to cpu issues
ragdoll_forceserverragdoll | At a value 0; forcing adaptation of the server lag doll is canceled. (State of HL2 default)
ragdoll_sr_playdeathpose | At a value 1, when npc dies, there is a "deathpose" It also applies to the server lag doll.
ragdoll_twitch | Makes ragdolls twitch after an npc is dead.
ragdoll_collision_type | Sets the area collision type of ragdolls. (Experiment with it)
ragdoll_dissolvephys | When it sets to 1, the lag doll where dissolve effect occurs is put in weightlessness. Namely, it becomes close in effect expression of main part.
ragdoll_cl_parammode | Applies the lag dolls behavior parameter, to the client lag doll. (Experiment with it)
ragdoll_electric_boogie | Makes the ragdolls twitch with electrical shocks upon death
ragdoll_gibtimer | Time until the ragdolls go to a meaty pile of flesh.
ragdoll_rotIntertiaLimit_Max | Sets the max inertia of ragdolls upon death/rot. The same as ragdoll_rotntertialimit_~.
ragdoll_rotIntertiaLimit_Min | Sets the min inertia of ragdolls upon death/rot. The same as ragdoll_rotntertialimit_~.
ragdoll_jointFrictionScale_Max | Coefficient of friction is set to random at value between min and max.
ragdoll_jointFrictionScale_Min | Coefficient of friction is set to random at value between min and max.
ragdoll_damper | Deceleration ratio of the lag doll is adjusted. When value is enlarged, deceleration becomes quick.
ragdoll_rotdamper | Try experimenting
ragdoll_parammode | In case of 1 information while it is the parameter which is appointed to the lag doll is transferred. In case of 0 the parameter which lag doll self-confidence has is revised.
ragdoll_dragcoefficient Resistivity of dragging the lag doll to the land. ()
ragdoll_inertia | Adjusts the movements of ragdolls. ()
ragdoll_rotlimit | Try experimenting
ragdoll_convulsion | ()
ragdoll_massscale | Adjusts the mass-scale of ragdolls (?) Main part is 1.0. ()
ragdoll_zvector | Adjust the vertical force exerted on an npc upon death.
ragdoll_holdweapon | When enabled, upon turning into ragdolls (or dying), npcs with guns hold their guns and spray bullets.
ragdoll_ex_action | Turns on a special (something <.<) for ragdolls. Full description is not yet avaliable.
Ignore
ignore_ragdollmanager | Try experimenting
ignore_point_command | This is an option to nullify the command which is issued from a map. (Server and Client)
Gore
gore_gibhealth | Sets the health of ragdolls. (Amount of damage they take before gibbing)
gore_togib | Enables or Disables gibs
gore_moregore | MAOR GORE! Try a value of 1 or 2.
gore_spreadwatersurface | Makes blood spread across water
gore_raggib_max | The maximum number of gibs that flies out of a ragdoll
gore_raggib_unbreakable | Makes it so ragdolls don't gib. This is suggested for lower-end cpus.
gore_stickygib_max | Makes the blood stick and drip off of ceilings and walls. You can set the amount you wish for specified settings.
gore_noblood | Disables blood decals
gore_bleeding | Bleeding description? I think you can figure it out
gore_ragdoll_bloodstain | This stops the blood decals from appear when a ragdoll moves.
gore_raggib_throwpowerscale | The power of the meat piece scatter of the lag doll. Set in magnification ratio.
gore_instagibmode | Insta gibbing upon death. Pretty self-explanatory.
gore_gib_quantity_of_calorie | Enables or Disables the ability to eat gibs for health
gore_raggib_spawncount | Sets the number of occurrences of the meat.
gore_raggib_fadetime | Setting the time when the meat of the lag doll is turned off
gore_damage_forcescale | Sets the amount of force needed to gib a ragdoll or enemy.
gore_raggib_interacttime | The lag doll meat piece (raggib) changes to the client lag doll in the time you designate.
Effects
r_muzzledynamiclight | With a value of 1, 3rd party muzzle flashes light up dynamically (ie: reflects off walls ect)
r_fire_dynamiclight | With a value of 1, fire lights up dynamically (ie: reflects off walls ect)
r_smod_dynamiclightmode | With a value of 1, the dynamic lighting is turned off. With a value of 2, it illuminates falsely (recommended). If it makes 0, the dynamic light is turned on. (cpu demanding)
r_increaseparticles | With a value of 1, the particle amount on impact is increased. It increases more with a value of 2.. With a value of 3, it means enormous amounts. A value of 4 explodes the area of impact with particles It turns off with 0
r_motionblur | Turns on motion blur.
r_motionblur_max | Sets the max strength of motion blur
r_motionblur_min | Sets the min strength of motion blur
r_btscreffect | Enables a bullet time screen effect (similar to F.E.A.R.)
r_zoomlenseffect: Enables a scope lens effect. (DX9 only)
r_ironsightblur | Enables an ironsight blur that surrounds the center of the screen. (DX9 only)
r_drawbullettimeeffects | Turns on bullet time bullet trails and effects. (try 1, 2, or 3) Off with 0
r_grenadeeffect | Turns on bullet time explosion effects. (Like the matrix or F.E.A.R.)
r_smod_bloom | Enables SMODs bloome effect. This is not like hdr
r_smod_bloom_amount | Sets strength of bloom effect.
r_smod_bloom_fakeexposure | Enables a false exposure mapping
r_smod_bloom_starfilter | Enables an alternate bloom setting
r_bulletimpact_blur | When you're hit.. the screen blurs
r_screenblur | Generates a screenblur that activates when you are near and explosion. (DX9 only)
r_screenblur_max | The max amount of the above
r_screenblur_recover | Sets the speed of the blur recovery.
r_increaseparticles_flag | This option sets r_increaseparticles in detail. (more info coming soon)
r_visoreffects | Enables visor effects. ie: blood on screen, water effects on screen, ect. (DX9 only)
r_visoreffectstimescale | Sets the timescale of the visor effects
r_viewmodel_dof DoF** | Applies DOF to the view model. (DX9 only/experimental)
r_viewmodel_dof_start | The start position to which focus slips. (Forward)
r_viewmodel_dof_end | The position where focus ends. (Inner part)
r_viewmodel_dof_test | The depth buffer for DoF.
r_draw_grtracer | Changes tracers to be more Solid and white that take longer to disappear. (Like in GRAW)
r_underwaterblur | Enables screen blur upon entering water
r_nvpower | Sets effectiveness of night vision
r_vectorblur | enables screen blurring whilst looking around. Similar to ep2.
r_vectorblur_forward | adjusts the blur power of vector blur when moving forward. (?)
r_shockeffect | Enables an explosion and damage effect.
Npc
npc_create ~ Creates a desired npc
npc_create_equipment ~ | Appoints the gun for the npcs you spawn
npc_hate_gordon | Activates a mode were every npc hates gordon. (except for crucial npcs I presume)
npc_randomize_weapon | When set to 1, it randomizes the pcs weaponry. You can edit this via: scripts/npc_weapon_randomize.txt.
npc_ffretaliation | Turns on retaliation of friendly npcs. They will fire back if you hit them!
npc_speedmultiplier | Appoints a magnification ratio of the speed which NPC runs.
npc_replacemodel | At a value of 1, the settings of scripts/npc_replace_model.txt, is activated. It replaces the model of desired npcs.
npc_weapon_adjustspread | Adjusts the enemies bullet spread.
npc_f_turret_floor_stabilize_angle | Appoints the limited angle where the amicable turret collapses.
npc_turret_floor_firerate | Rate of fire of the turret is set
npc_f_turret_floor_firerate | Rate of fire of the amicable turret
npc_gunship_deatheffect | Appoints whether the occasion where the gunship explodes and gives off explosive damage. Best turned off for shovel kills
npc_gunship_combatthink | Adjusts the speed at which the gunship fires. Default is 0.2.
npc_combine_ace_color | Sets the color of the combine_ace npc
npc_combine_aggressiveness | Sets the aggressiveness of the combine (Try experimenting) Default is 3
npc_helicopter_bulletdamagescale | Sets the scale of damage for the combine helicopter
npc_gunship_bulletdamagescale | Sets the scale of damage for the combine gunship
npc_strider_bulletpenetration | enables bullet penetration through walls with strider bullets
zombie_headcrabless | Removes headcrabs from zombies
Enemies
enemies_weaponskill | Adjusts the weapon skill of the combine. There's 3 stages. (1: high, 2: even higher, 0: hl2 default)
enemies_triggertime | Adjusts a magnification ratio the combine shoots. Increase for higher intensity gunfights.
enemies_useshield | Enables combine shields. Some combine will spawn with armor after this is set. A lower value means the more chance of the enemies using the shields.
enemies_grenadethrowtime | Adjusts how often combine throw grenades.
enemies_disable_ff | Disables friendly fire for combine
enemies_hasgrenade | Adjusts the amount of grenades combine carry
enemies_strong_gappoi | Causes some soldiers to turn into super soldiers. (Tinted elites that jump high and are harder to kill)
enemies_useanm14 | Enables the combine using the anm14
enemies_shielddurability_max | Sets maximum shield health for combine shields
enemies_shielddurability_min | Sets minimum shield health for combine shields
combine_grenthrowattach | () Try experiementing
Companion
companion_weaponskill | Adjusts the weapon skill of friendlies. Try 1, 2, or 3. 0 is default.
companion_keepweapon | Disables the picking up of new weapons for companions. If the npc has no weapon, he/she will pick one up.
companion_damagefilter | 0 means the companion can die. 1 means the attack of companion becomes invalid. () 2 means you can kill the npc.
SMOD
smod_weapon_mod | When set to 1, behavior of the weapon is modified. On-target hit ratio rises instead of reaction while firing.
smod_player_deathcam | Sets the type of deathcam for the player. 1 reduces collapsing of the camera upon death. 2 stays in the field of view of the player upon death (needs player model) 3 turns it off.
smod_player_deathcam_zoffset | Regular hl2 deathcam (??) Try experimenting
smod_player_locationdamage | Enables locational damage. (needs playermodel)
smod_player_noweaponlower | Disables the lowering of weapon when facing friendly npc
smod_player_takesffdamage | Enables friendly fire for the player
smod_player_painfulvoice | Enables player selected sound upon taking damage. Modify this with game_sounds_player.txt
smod_playcoopmap | Enables coop mode for coop specific maps.
smod_player_compatible_dm_model | Enables hl2dm player model animations
smod_gamemode | Enables a special gamemode. You now get money from npcs instead of health. And health is bought with money
smod_player_deathswitchcamera | When enabled; When you die.. you switch to thirdperson view.
smod_player_death_timescale | When dying, it modifies in the designated time scale. ()
smod_player_death_timescale_instant | Try to change the time scale which keeps changing gradually at instant. ()
smod_player_death_freezeview | Upon death, the camera stays in place.
smod_ro_aimmode | Enables a special aim mode that mimics Red Orchestra
smod_ro_aimmode_radius | Adjust the range and radius of the ro_aimmode
smod_ro_aimmode_autocenter | Enables a auto center of ro_aimmode.. It slowly goes back to the center
smod_player_legmodel: Sets leg model of the Gordon Kick. Type the command then the model path.
smod_override_classname | Follows the contents of override_class.txt. Allows you to edit classes of commands ect.
smod_itemcrate_jackintheboxmode | Enables a mode were headcrabs occasionally pop out of item crates.
smod_player_dialogue | Gordon talks when he hits a friendly!
smod_viewbob | Enables a viewbob while moving. You can edit it with different values (I think)
smod_player_wearhelmet | Enables a player helmet. Upon receiving a headshot it mimics a helemt
smod_penetrate_bullet | Enables bullet penetration. Some weapons penetrate better than others.
smod_announce_kill_resettime | Sets the time in seconds that the killcount resets (applies with commands below)
smod_announce_kill_count | Sets quantaty of kills for smod announce
smod_announce_voicemax | Restricting number of sound played back for smod announce kills
smod_dontsprintshooting | Upon sprinting, the weapon model lowers to the hip and shooting is disabled momentarily
smod_nobunnyhop | Disables/Reduces bunnyhopping
smod_nobunnyhop_slowdownrate | Adjust the rate at which you slow during each jump (applies to above)
smod_cod_healthregen | Enables COD (call of duty) like health regeneration
smod_cod_healthregen_rate | Adjusts the rate at which you regain health (applies to above)
smod_cod_healthregen_warn | Adjusts the warning rate of the health loss (applies to above)
smod_player_starthealth | Adjusts the maximum health of playerv
smod_player_health | Adjusts health of player
smod_player_maxbattery | Adjusts the max battery amount the player can carry
smod_flashlight_usebattery | Enables or disables the flashlight using battery power.
smod_flashlight_usebattery_consumestime | Adjusts the speed at which the flashlight power depletes
smod_falldeath_removeblind | Removes blind upon falling death
smod_player_superjump | Enables super jumping
smod_player_superjump_scale | Setting for amplifying the superjump
smod_player_superjump_speed | Sets the bounce speed of the superjump
smod_player_superjump_damagecancel | Disables falling damage with superjump
ironsite_sensitivity | Sets sensitivity of the ironsite view
smod_lean_gunpos | Enables shooting whilst leaning
smod_lean_max | Sets how far the player cam is moved while leaning
smod_player_act_vehicle | Playermodel in vehicles. (Needs ACT_HL2MP_SIT_IN_VEHICLE activity in the model)
Disable
disable_antlion_maker | When at 0 the antlions don't appear
disable_autoswitch | Disables auto switch on weapon ammo depletion
disable_autofade | Disables object fade() Try experimenting
disable_loadmapadd | When set to 1, the map stops remodeling
disable_autosave | Disables autosaves
disable_headshot | With a value of 1, headshots for npcs are disabled
disable_kick | Disables kick
disable_bullettime | Disables bullet-time
disable_quickinfo | Disables quickinfo () Try experimenting
disable_drophealth | Disables droping health for npcs () Try experimenting
disable_armordamagereduction | Disables armor depletion upon receiving damage.
HUD
hud_reticlemaxsize | Sets the limit at which the custom crosshair spread can be
hud_disable_damageindicator | Disables the damage indicator on the hud
hud_disable_status | Turns the status on the HUD off
hud_disable_health | Turns the health on the HUD off
hud_disable_damagescreencolor | Disables the screen effect from damage.
BulletTime
bullettimesim | Enables or disables bullet time
bullettimesim_bulletspeed | Adjusts the bullet time bullet speed of the npcs
bullettimesim_playerbulletspeed | Adjusts the player bullet speed in bullet time
bullettimesim_damagemultiply | Adjusts the damage multiplication in bullet-time
bullettimesim_forcemultiply | Adjusts the bullet force in bullet time
bullettimesim_checkinterval | The interval which does the on-target hit decision of the bullet is set at second. 1 = 1 second () Try experimenting
bullettimesim_playeradjustspread | Adjusts the spread of the bullets in bullettime () Try experimenting
bullettimesim_timescale | Magnification ratio of speed of bullet time. (Adjusts the speed in bullettime) () Try experimenting
bullettimesim_dsptype | Try experimenting
bullettimesim_replace_se | Replaces sound of bullet time impact with something else
bullettimesim_accelmovespeed | Adjusts the move drift speed in bullettime
bullettimesim_checkfinish | Changes the bullet feel in bullet time to a regular feel () Try experimenting
bullettimesim_drawtrail | Changes bullettime trails to orange!
bullettimesim_type | There's 3 different values; 1-Means only your bullets are lagged. 2-only enemy bullets are lagged. 3-both enemy and player bullets lag.
bullettimesim_disable_flash | Disables the enter and exit flash in bullettime
bullettimesim_realtime_whiz_fx | Sets the wind cutting sound in bullettime to play in real time
bullettimesim_always_on | Changes it so bullettime so it's always on
bullettimesim_disable_ai | Disable ai whilst in bullet time mode
Cl
cl_playermodel | Sets the player model. Type the model path to change or type none to disable
cl_righthand | Changes the weapon model to be right handed
cl_drawhud | Disables or enables hud
cl_ragdoll_collide | Enables or disables colliding ragdolls
cl_show_bloodspray | Enables or disables bloodspray
Cam
cam_idealdist | Sets the distance between the camera in third person and the player model
cam_idealpitch | Sets the pitch of the thirdperson camera
cam_idealyaw | Sets the yaw of the first person camera
cam_crouchheightofs | Sets the height of thirdperson camera while crounching
cam_standheightofs | Height of the camera while standing in thirdperson view
cam_sideofs | Sets the left and right positoin of the thirdperson camera
cam_nottransmodel | When set to 1 transparencey of player model is disabled
cam_fixcamera | When set to 1, the third person camera is locked
cam_fixcamera_highpos | Largest height of fixed camera position in thirdperson
cam_fixcamera_lowpos | Lowest height of fixed camera position in thirdperson
cam_livemode | Live camera mod in thirdperson () Try experimenting
cam_fixcamera_changepos | Fixed camera modify () Try experimenting
cam_fixcamera_speed1 | The speed of the chase of fixed camera
cam_fixcamera_speed2 | The speed of the death chase came of fixed camera
Crosshair
crosshair_vis_in_ironsightmode | Enables crosshair to be visible in ironsite mode
crosshair | Enables crosshair.. 1 is default 2 is custom
crosshair_color | Sets crosshair color
crosshair_data | Sets the customization of the custom crosshair.
Snd
snd_restart | Try experimenting
snd_pitchshifttimescale | Trye experimenting
Item
item_customammo#_model | Sets custom ammo#'s model
item_customammo#_quantity | Sets the number of bullets of custom ammo#
HL2
hl2_walkspeed | sets the player walk speed
Viewmodel
viewmodel_nolag | Eliminates viewmodel lag
viewmodel_r | Horizontal positioning
viewmodel_u | Vertical positioning
viewmodel_f | Z-axis positioning
viewmodel_p | Pitch positioning
viewmodel_y | Yaw positioning
viewmodel_rl | Roll positioning
This was all aquired through research, most of which I found on the SMOD: TACTICAL site. I take no credit for this, I just basically took this from other forums