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General Server Convars

These Console commands can be used by server administrators to modify many aspects of gameplay on listen servers and dedicated servers.

sv_accelerate
None
Default Value: 10
sv_airaccelerate
None
Default Value: 10
sv_allow_color_correction
Allow or disallow clients to use color correction on this server
Default Value: 1
sv_allow _wait_command
Allow or disallow the wait command on clients connected to this server
Default Value: 1
sv_allowdownload
Allow clients to download files
Default Value: 1
sv_allowupload
Allow clients to upload customizations files
Default Value: 1
sv_alltalk
Players can hear all other players, no team restrictions
Default Value: 0
sv_alternateticks
If set, server only simulates entities on alternate ticks.
Default Value: 0
sv_autosave
Set to 1 to save game on level transition. Does not affect autosave triggers.
Default Value: 1
sv_backspeed
How much to slow down backwards motion
Default Value: 0
sv_bounce
Bounce multiplier for when physically simulated objects collide with other objects.
Default Value: 0
sv_cacheencodedents
If set to 1, does an optimization to prevent extra SendTable_Encode calls.
Default Value: 1
sv_cheats
Allow cheats on server if set to 1
Default Value: 0
sv_client_cmdrate_difference
cl_cmdrate is moved to within sv_client_cmdrate_difference units of cl_updaterate before it is clamped between sv_mincmdrate and sv_maxcmdrate
Default Value: 20
sv_client_interpolate
This can be used to force the value of cl_interpolate for connected clients (only while they are connected). -1 = let client set this value
Default Value: -1
sv_client_max_interp_ratio
This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected). If sv_client_min_
Default Value: 2
sv_client_min_interp_ratio
This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected). -1 = let client set this value
Default Value: 1
sv_client_predict
This can be used to force the value of cl_predict for connected clients (only while they are connected). -1 = let clients set this value
Default Value: -1
sv_consistency
Whether the server enforces file consistency for critical files
Default Value: 0
sv_contact
Contact email for server sysop
Default Value: 0
sv_debug_player_use
Visualizes +use logic. Green cross=trace success, Red cross=trace too far, Green box=radius success
Default Value: 0
sv_debugmanualmode
Make sure entities correctly report whether or not their network data has changed.
Default Value: 0
sv_deltaprint
Print accumulated CalcDelta profiling data (only if sv_deltatime is on)
Default Value: 0
sv_deltatime
Enable profiling of CalcDelta calls
Default Value: 0
sv_enableoldqueries
Enable support for old style (HL1) server queries
Default Value: 0
sv_filterban
Set packet filtering by IP mode
Default Value: 1
sv_findsoundname
Find sound names which reference the specified wave files.
Default Value:
sv_footsteps
Play footstep sound for players
Default Value: 1
sv_forcepreload
Force server side preloading
Default Value: 0
sv_friction
World friction.
Default Value: 4
sv_gravity
World gravity
Default Value: 800
sv_instancebaselines
Enable instanced baselines. Saves network overhead
Default Value: 1
sv_lagflushbonecache
Flushes entity bone cache on lag compensation
Default Value: 1
sv_lan
Server is a lan server (no heartbeat, no authentication, no non-class C addresses)
Default Value: 0
sv_log_onefile
Log server information to only one file
Default Value: 0
sv_logbans
Log server bans in the server logs
Default Value: 0
sv_logblocks
If true when log when a query is blocked (can cause very large log files)
Default Value: 0
sv_logdownloadlist
None
Default Value: 1
sv_logecho
Echo log information to the console.
Default Value: 1
sv_logfile
Log server information in the log file.
Default Value: 1
sv_logflush
Flush the log file to disk on each write (slow).
Default Value: 0
sv_logsdir
Folder in the game directory where server logs will be stored.
Default Value: logs
sv_massreport
None
Default Value: 0
sv_master_legacy_mode
Use old (outside-of-Steam) code to communicate with master servers
Default Value: 0
sv_master_share_game_socket
Use the game's socket to communicate to the master server. If this is 0, then it will create a socket on -steamport + 1 to comm
Default Value: 0
sv_max_queries_sec
Maximum queries per second to respond to from a single IP address.
Default Value: 3
sv_max_queries_sec_global
Maximum queries per second to respond to from anywhere.
Default Value: 60
sv_max_queries_window
Window over which to average queries per second averages.
Default Value: 30
sv_max_usercmd_future_ticks
Prevents clients from running usercmds too far in the future. Prevents speed hacks.
Default Value: 8
sv_maxcmdrate
(If sv_mincmdrate is > 0), this sets the maximum value for cl_cmdrate.
Default Value: 101
sv_maxrate
Max bandwidth rate allowed on server, 0 == unlimited
Default Value: 0
sv_maxreplay
Maximum replay time in seconds
Default Value: 0
sv_maxspeed
None
Default Value: 320
sv_maxunlag_
Maximum lag compensation in seconds
Default Value: 1
sv_maxupdaterate
Maximum updates per second that the server will allow
Default Value: 60
sv_maxvelocity
Maximum speed any ballistically moving object is allowed to attain per axis.
Default Value: 3500
sv_mincmdrate
This sets the minimum value for cl_cmdrate. 0 == unlimited.
Default Value: 0
sv_minrate
Min bandwidth rate allowed on server, 0 == unlimited
Default Value: 0
sv_minupdaterate
Minimum updates per second that the server will allow
Default Value: 10
sv_netvisdist
Test networking visibility distance. Only available if cheats are enabled.
Default Value: 10000
sv_noclipaccelerate
None
Default Value: 5
sv_noclipduringpause
If cheats are enabled, then you can noclip with the game paused (for doing screenshots, etc.).
Default Value: 0
sv_noclipspeed
None
Default Value: 5
sv_npc_talker_maxdist
NPCs over this distance from the player won't attempt to speak
Default Value: 1024
sv_password
Server password for entry into multiplayer games
Default Value: 0
sv_pausable
Is the server pausable.
Default Value: 0
sv_precacheinfo
Show precache info.
Default Value: 0
sv_pure
If set to 1, the server will force all client files except the whitelisted ones(in pure_server_whitelist.txt) to match the server. If set to 2, than pure_server_whitelist.txt is ignored and all content files come from Steam.
Default Value: 0
sv_pure_kick_clients
If set to 1, the server will kick clients with mismatching files. Otherwise, it will issue a warning to the client.
Default Value: 0
sv_pure_trace
If set to 1, the server will print a message whenever a client is verifying a CRC for a file.
Default Value: 0
sv_pushaway_clientside
Clientside physics push away (0=off, 1=only localplayer, 1=all players)Add sound to precache list.
Default Value: 0
sv_pushaway_clientside_size
Minimum size of pushback objects
Default Value: 15
sv_pushaway_force
How hard physics objects are pushed away from the players on the server.
Default Value: 30000
sv_pushaway_hostage_force
How hard the hostage is pushed away from physics objects (falls off with inverse square of distance)
Default Value: 20000
sv_pushaway_max_force
Maximum amount of force applied to physics objects by players
Default Value: 1000
sv_pushaway_max_hostage_force
Maximum of how hard the hostage is pushed away from physics objects
Default Value: 1000
sv_pushaway_max_player_force
Maximum of how hard the player is pushed away from physics objects
Default Value: 1000
sv_pushaway_min_player_speed
If a player is moving slower than this, don't push away physics objects (enables ducking behind things)
Default Value: 75
sv_pushaway_player_force
How hard the player is pushed away from physics objects (falls off with inverse square of distance)
Default Value: 200000
sv_pvsskipanimation
Skips SetupBones when npc's are outside the PVS
Default Value: 1
sv_rcon_banpenalty
Number of minutes to ban users who fail rcon authentication
Default Value: 0
sv_rcon_log
Enable/disable rcon logging
Default Value: 1
sv_rcon_maxfailures
Max number of times a user can fail rcon authentication before being banned
Default Value: 10
sv_rcon_minfailures
Number of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned
Default Value: 5
sv_rcon_minfailuretime
Number of seconds to track failed rcon authentications
Default Value: 30
sv_region
The region of the world to report this server in.
Default Value: -1
sv_rollangle
Max view roll angle
Default Value: 0
sv_rollspeed
None
Default Value: 200
sv_runcmds
None
Default Value: 1
sv_sendtables
Force full sendtable sending path
Default Value: 0
sv_showanimstate
Show the (server) animation state for the specified entity (-1 for none).
Default Value: 1
sv_showanimstate_log
1 to output sv_showanimstate to Msg(). 2 to store in AnimStateServer.log. 3 for both.
Default Value: 1
sv_showhitboxes
Send server-side hitboxes for specified entity to client (NOTE: this uses lots of bandwidth, use on listen server only). Only available if Cheats are enabled.
Default Value: 1
sv_showimpacts
Shows client (red) and server (blue) bullet impact point (1=both, 2=client-only, 3=server-only)
Default Value: 0
sv_showladders
Show bbox and dismount points for all ladders (must be set before level load.)
Default Value: 0
sv_showlagcompensation
Show lag compensated hitboxes whenever a player is lag compensated
Default Value: 0
sv_showplayerhitboxes
Show lag compensated hitboxes for the specified player index whenever a player fires
Default Value: 0
sv_skyname
Current name of the skybox texture
Default Value: 0
sv_soundemitter_filecheck
Report missing wave files for sounds and game_sounds files.
Default Value:
sv_soundemitter_flush
Flushes the sounds.txt system (server only)
Default Value:
sv_soundemitter_trace
Show all EmitSound calls including their symbolic name and the actual wave file they resolved to
Default Value: 0
sv_soundscape_printdebuginfo
print soundscapes
Default Value:
sv_specaccelerate
None
Default Value: 5
sv_specnoclip
None
Default Value: 1
sv_specspeed
None
Default Value: 3
sv_stats
Collect CPU usage stats
Default Value: 1
sv_stepsize
None
Default Value: 18
sv_stopspeed
Minimum stopping speed when on ground
Default Value: 100
sv_stressbots
If set to 1, the server calculates data and fills packets to bots. Used for perf testing.
Default Value: 0
sv_strict_notarget
If set, notarget will cause entities to never think they are in the pvs
Default Value: 0
sv_suppress_viewpunch
None
Default Value: 0
sv_teststepsimulation
None
Default Value: 0
sv_thinktimecheck
Check for thinktimes all on same timestamp
Default Value: 0
sv_timeout
After this many seconds without a message from a client, the client is dropped
Default Value: 65
sv_unlag
Enables player lag compensation
Default Value: 1
sv_unlag_debug
None
Default Value: 0
sv_unlag_fixstuck
Disallow backtracking a player for lag compensation if it will cause them to become stuck
Default Value: 0
sv_unlockedchapters
None
Default Value: 0
sv_voicecodec
Specifies which voice codec DLL to use in a game. Set to the name of the DLL without the extension
Default Value: 0
sv_voiceenable
None
Default Value: 1
sv_wateraccelerate
None
Default Value: 10
sv_waterdist
Vertical view fixup when eyes are near water plane
Default Value: 12
sv_waterfriction
None
Default Value: 1

Team Fortress 2 Multiplayer Convars

mp_autoteambalance
Automatically balances the number of players on each team.
mp_autoteambalance_delay <seconds>
Time after the teams become unbalanced before the server attempts to switch players.
mp_autoteambalance_warning_delay &<;seconds>
Time after the teams become unbalanced before the server prints a balance warning.
mp_bonusroundtime <seconds>
Time after round win until the round restarts.
mp_enableroundwaittime
Enables timers to wait between rounds.
mp_maxrounds
Maximum number of rounds before server changes maps.
mp_restartround <seconds>
If non-zero, the current round will restart in the specified number of seconds.
mp_stalemate_timelimit <seconds>
Timelimit of the stalemate round.
mp_teams_unbalance_limit
Teams are unbalanced when one team has this many more players than the other team. (0 disables check)
mp_winlimit
Maximum number of rounds one team can win before server changes maps.

 

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