Condition Zero shares its engine with CS 1.6, so most of the familiar mp_ and sv_ variables carry over. What it adds is a full bot system. The bot_ family controls how many bots join, how hard they play and how much they talk.
Search the list below for any command on your Condition Zero server. Each entry shows the default value, what it changes and whether it belongs on the server or in a player's own console.
534 commands in total
| Command | Default | Description |
|---|---|---|
Default: 1 | Automatically switch to most powerful gun. (When set to 1, when you buy a new gun or run over a gun to pick it up this will automatically switch to that gun) If 0, then your current choice of weaponry will stay selected.Client | |
Default: 0.1 | Sets the time (in seconds) to mix the sound that much ahead. Should only be used with severe performance problems. If your sound is skipping or cracking, you may need to change this.Client | |
Default: 0 | No description is published for this one. | |
Default: 0.500 | No description is published for this one.Server | |
Default: 0 | No description is published for this one.Server | |
Default: 0.500 | No description is published for this one.Server | |
Default: 10 | No description is published for this one.Server | |
Default: 10 | No description is published for this one.Server | |
Default: 200 | No description is published for this one.Server | |
Default: 0.070 | No description is published for this one.Server | |
Default: 1 | No description is published for this one.Server | |
Default: 5 | No description is published for this one.Server | |
Default: 1000 | No description is published for this one.Server | |
Default: 1 | Allows players to join as spectator.Server | |
Default: 1 | Enables ATI's TRUform technology, this will result in higher quality models but will decrease performance.Client | |
Default: 2 | This is the ATI TRUform level, the higher you go (with ati_npatch set to 1) the more polygons are added to the models to smooth them...Client | |
| — | No description is published for this one. | |
Default: 4096 | Sets the allocated memory for CD/MP3 music in kB.Client | |
Default: 1 | When disabled, it pauses the current sound which is being played with "mp3" or "cd" command. To unpause, just reenable.Client | |
Default: 1 | If nonzero, bots may use grenades.Server | |
Default: 1 | If nonzero, bots may use the machine gun.Server | |
Default: 1 | If nonzero, bots may use pistols.Server | |
Default: 1 | If nonzero, bots may use rifles.Server | |
Default: 1 | If nonzero, bots may occasionally go 'rogue'. Rogue bots do not obey radio commands, nor pursue scenario goals.Server | |
Default: 1 | No description is published for this one.Server | |
Default: 1 | If nonzero, bots may use shotguns.Server | |
Default: 1 | If nonzero, bots may use sniper rifles.Server | |
Default: 1 | If nonzero, bots may use sub-machine guns.Server | |
Default: 1 | If nonzero, bots will automatically leave to make room for human players.Server | |
| — | Control how bots talk. Allowed values: 'off', 'radio', 'minimal', or 'normal'.Server | |
Default: 0 | For internal testing purposes.Server | |
Default: 0 | If nonzero and there is a human on the team, the bots will not do the scenario tasks.Server | |
Default: 0 | Defines the skill of bots joining the game. Values are: 0=easy, 1=normal, 2=hard, 3=expert.Server | |
Default: 1 | If nonzero, bots wait until a player joins before entering the game.Server | |
| — | Determines the team bots will join into. Allowed values: 'any', 'T', or 'CT'.Server | |
Default: 0 | No description is published for this one.Server | |
Default: 4 | No description is published for this one.Server | |
| — | This string is prefixed to the name of all bots that join the game. <difficulty> will be replaced with the bot's difficulty. <weaponclass> will be replaced with the bot's desired weapon class. <skill> will be replaced with a 0-100 representation of the bot's skill.Server | |
| — | The filename from which bot profiles will be read.Server | |
Default: 0 | No description is published for this one.Server | |
Default: 0 | Determines the total number of bots in the game.Server | |
Default: 0 | No description is published for this one.Server | |
Default: 0 | No description is published for this one.Server | |
Default: 0 | For internal testing purposes.Server | |
Default: 0 | If nonzero, immediately stops all bot processing.Server | |
Default: 0 | For internal testing purposes.Server | |
Default: 0 | If nonzero, bots can only walk, not run.Server | |
Default: 0 | If nonzero, bots will stay in idle mode and not attack.Server | |
Default: 0 | Sets the bottom color of your model in Half-Life that others see.Client | |
Default: 1 | Sets the brightness value.Client | |
Default: 200 | This is the maximum distance of the camera in third person (see cam_command) using +camdistance (cmd).ServerCheat | |
Default: 90 | This is the maximum pitch of the camera in third person (see cam_command) using +cammousemove (cmd).ServerCheat | |
Default: 135 | This is the maximum yaw of the camera in third person (see cam_command) using +cammousemove (cmd).ServerCheat | |
Default: 30 | This is the minimum distance of the camera in third person (see cam_command) using +camdistance (cmd).ServerCheat | |
Default: -135 | This is the minimum yaw of the camera in third person (see cam_command) using +cammousemove (cmd).ServerCheat | |
Default: 0 | Enable Third Person. It's the same as the command "thirdperson". In HL, it doesn't need sv_cheats 1 to work.ServerCheat | |
Default: 0 | No description is published for this one.ServerCheat | |
Default: 64 | The distance of the camera in third person. See cam_command.ServerCheat | |
Default: 0 | The pitch of the third person camera. See cam_command.ServerCheat | |
Default: 90 | The yaw of the third person camera. See cam_command.ServerCheat | |
Default: 0 | If enabled, your view angles will move as the same speed as your movements instead of moving your view angles faster than your movements. Only in third person. See cam_command.ServerCheat | |
Default: 0 | This is thirdperson, like cam_command 1, except that it only works in single player and when you move your mouse, it is like zooming in your player model.Client | |
Default: 100 | It sets how far the camera is behind you when chase_active is 1.Client | |
Default: 0 | It sets how far the camera is at your right you when chase_active is 1.If you want to make the camera at your left, use negative values.Client | |
Default: 16 | It sets how far the camera is above you when chase_active is 1.Client | |
Default: 1 | Allow maps, models, sounds, sprites, textures download when connecting to a server.Client | |
Default: 1 | Allow the upload of your custom spray when connecting to a server.Client | |
Default: 0.67 | It defines the turning speed ratio with +left/+right while walking (+speed). cl_yawspeed * cl_anglespeedkey = turning speed while walking. By default the turning speed while walking is 140.7(210 * 0.67 = 140.7)Client | |
Default: 400 | Sets the speed using the backward key (+back). This is limited by sv_maxspeed server side. And in CS this is limited by the per weapon speed. This should be equal to cl_forward and cl_sidespeed or you will have problem holding forward and left at the same time for example.Client | |
Default: 0.01 | Sets the amount that the view bobs while the player is running.Client | |
Default: 0.8 | Sets how frequent the player's view bobs while running. I would recommend leaving this at the default value, since it messes up your hands since an update(it's like zooming on them). Before this update it messed up your crosshair. Has no effect when cl_bob is 0.Client | |
Default: 0.5 | Sets the amount the player bobs up while running. Has no effect when cl_bob is 0.Client | |
Default: 112 | It modifies how far the camera is zoomed out whilst your dead.Client | |
Default: 0.1 | If the client clock drifts more than cl_clockreset from the server, we just slam it to use the server and reset the delta to 0 usually occurs at signon to server and maybe if there is a lot of packet loss.Client | |
Default: 2 | In addition, with each command packets(cl_cmdrate), we re-send the last few previous movement commands ( in case there is packet loss ) so that we can keep moving smoothly in the face of minor network problems. The default number of "backup" commands that we send is 2, but you can change this number by setting cl_cmdbackup to another number. You can send more than 8 backup commands and you should note that sending backup commands will increase your outgoing bandwidth usage.Client | |
Default: 30 | This is the maximum of command packets you will send to the server per second. The default is to send up to 30 command packets per second up to the server. If you are running faster than 30 frames per second, then multiple commands will be put into some packets. You can change the rate of sending command packets to the server by setting the cl_cmdrate cvar.Client | |
Default: 600 | Time in seconds before dead bodies dissapears from the ground.Client | |
Default: 50 250 50 | Defines the color of the crosshair in RGB, the value must be encased in double quotes.Client | |
Default: 0/auto | Defines the size of your crosshair. The different values are : 0 or auto / 1 or small / 2 or medium / 3 or large.Client | |
| — | Enables translucent crosshair.Client | |
Default: 128 | Cl_dlmax determines the fragment size for chunks of player decals, etc. that are downloaded while playing the game. Clamped to 16 to 1024 bytes. Useful to try and limit decals from taking up a lot of bandwidth this made a lot more sense back when everyone was on 14.4 kbps modems.Client | |
Default: 1 | Enables the download of players custom sprays while playing.Client | |
Default: 1 | Enables the dynamic crosshair when crouching/jumping...Client | |
Default: 7.5 | Cl_fixtimerate is the # of msec per frame of clock drift fixup. Since the server is sending timestamps in every packet, but we only read networking once per frame, we dont want to just accept the server clock, so we use it as a target and correct toward it by the fixtimerate (unless the delta becomes too large and we snap the client to the server clock).Client | |
Default: 0 | It sets the fog color blue value. Fog can be enabled with gl_fog 1. By default, this CVar is hidden and you need to add -dev to the game command line for this cvar to work. The only official map that have fog is de_inferno_cz. Map authors can add fog in their maps with the env_fog entity which auto set this CVar.Client | |
Default: 0 | It sets the density of the fog. Fog can be enabled with gl_fog 1. By default, this CVar is hidden and you need to add -dev to the game command line for this cvar to work. The only official map that have fog is de_inferno_cz. Map authors can add fog in their maps with the env_fog entity which auto set this CVar. A good value is 0.0003.Client | |
Default: 0 | It sets the fog color green value. Fog can be enabled with gl_fog 1. By default, this CVar is hidden and you need to add -dev to the game command line for this cvar to work. The only official map that have fog is de_inferno_cz. Map authors can add fog in their maps with the env_fog entity which auto set this CVar.Client | |
Default: 0 | It sets the fog color red value. Fog can be enabled with gl_fog 1. By default, this CVar is hidden and you need to add -dev to the game command line for this cvar to work. The only official map that have fog is de_inferno_cz. Map authors can add fog in their maps with the env_fog entity which auto set this CVar.Client | |
Default: 400 | Sets the speed using the forward key (+forward). This is limited by sv_maxspeed server side. And in CS this is limited by the per weapon speed.This should be equal to cl_backspeed and cl_sidespeed or you will have problem holding forward and left at the same time for example.Client | |
Default: 1 | Cl_gaitestimation uses an alternate path for computing the velocity of other players, which is used to drive their lower body (leg) animations. However, cs 1.6 forces it on and the cvar is ignored.Client | |
Default: 0 | If enables, when viewing a demo with using playdemo or viewdemo, it runs the demo in benchmaking mode, quits the game and saves the results in fps.txt file . It's the same as running a demo with gg "demoname".Server | |
Default: 0 | Enables the High Quality models. This only works in Half-Life.Client | |
Default: 0.8 | This was used by a system (mostly for using joysticks) of adjusting the eye pitch angle when walking up/down sloped surfaces. It looks like this used to scale how quickly the pitch converged on the ideal pitch for the slope. This works when lookspring is enabled (mouse look need to be disabled) and when joystick look is enabled. The value is by how many degree the view is adjusted when walking up/down sloped surfaces.Client | |
Default: 1 | This is called "server-side hit computation and lag compensation".This only works if the server is allowing lag compensation (sv_unlag 1) and if the firing player is requesting lag compensation (cl_lc 1 - note that the player must also be predicting weapon firing client-side, too, or cl_lc is ignored). Don't change this. See also cl_lw.Client | |
Default: #Valve_Orange | It defines the color of your spray: #Valve_Blue, #Valve_Brown, #Valve_Dkgray, #Valve_Ltblue, #Valve_Ltgray, #Valve_Green, #Valve_Orange, #Valve_Red,...Client | |
Default: lambda | It defines which spray you want to use among those: 8ball1, andre, camp1, chick1, chuckskull, devl1, gun1, lambda, skull, smiley, splatt, tiki,...Client | |
Default: 1 | This is called "client-side weapon firing prediction".What this refers to is the instantaneous set of effects that occur when the fire button is pressed. These effects are all done client-side if client-side weapon firing prediction is enabled (cl_lw is 1). The effects include: starting the weapon firing animation, showing any muzzle flash, creating any ejected shells, drawing decals and bullet puffs at the impact spot on the wall of the level, starting the weapon firing sound, etc. However, the actual determination of whether the shot (for hit-scan weapons at least) hit another player is now and always has been done at the server. If this is disabled, Lag Compensation is also disabled. See cl_lc.Client | |
Default: 0 | Enable displaying of only the minimum models: leet.mdl, gign.mdl and vip.mdl, enabling may improve performance.Client | |
Default: 0.52 | The speed at which you move when +speed is active.Client | |
Default: 0 | Enabling this will print into the console some infos about the models being loaded(weapon models). You need developer 1 to see the infos. And you need sv_instancedbaseline 1 server side. (This is already 1 by default)Client | |
Default: 0 | It defines if the prediction errors will be smoothly corrected over the cl_smoothtime time. If set to 1, the prediction error smoothing is disabled (same with cl_smoothime 0).Client | |
Default: 1 | This enables the crosshair in Free Look spectator mode. It's buggued, it only works if you die and the camera is set to free look, after changing spectating mode, it will not work except next round if you die and are in free look mode again.Client | |
Default: 89 | Sets the maximum view angle to look down. This is locked and can't be changed in CS.Client | |
Default: 225 | This is how fast your view loop up / look down with using the commands +lookup / +lookdown.Client | |
Default: 89 | Sets the maximum view angle to look up. This is locked and can't be changed in CS.Client | |
Default: 0 | It displays on your screen infos about particles. The particles are smokes grenades (maybe there are others things, but I didn't see anything other that could change this particle meter)."Number of particles" is the number of particles that are in the map at the moment."Particles Drawn" is how much particles are drawn on your screen at the moment."CMiniMem Free" is how much memory is availaible for smokes.Client | |
Default: 0 | Enables opaque (non translucent) radar.Client | |
Default: 9999 | This is how many bytes per seconds the client send to the server. Note: It's a command but it works like a cvar, except that sometimes it doesn't work if you try setting it in your cfg.Client | |
Default: 6 | Delay in seconds before the client will resend the 'connect' attempt. This is when you have problem connecting to server and when you see : "Retrying connection to server #1". And this hasn't anything to do with netcode like people originally though.Client | |
Default: 1 | If it's set to -1, you'll have your guns on left hand and your knife on right hand. If it's set to 0, all weapons are on left hand. If it's set to 1, all weapons are on right hand.Client | |
Default: 1 | Enables player shadows (small black circle), disable to improve performance.Client | |
Default: 0 | Show the Prediction Errors on your screen.Client | |
Default: 0 | Enables showing on events like weapon firing, all events are listed in cstrike/events/.Client | |
Default: 0 | Shows your current FPS in the upper left corner of your screen.Client | |
Default: 0 | Dump network traffic to console. It needs developer 1 to work.Client | |
Default: 0 | 0 Do not display any information.1 Print current incoming packet size in byte.2 Print information about the current in coming packet and it's size.Client | |
Default: 400 | Sets the speed using the move left and move right key (+moveleft and +moveright). This is limited by sv_maxspeed server side. And in CS this is limited by the per weapon speed. This should be equal to cl_backspeed and cl_forwardspeed or you will have problem holding forward and left at the same time for example.Client | |
Default: 10 | This is how many seconds to wait max for responses when doing a LAN slist ping. Responses coming in later than that are ignored.Client | |
Default: 0.1 | It defines the amount of time the view will be smoothly correct after a prediction error. If we set cl_smoothtime to 0 (or cl_nosmooth to 1), our interpolation wont be 'smoothed' or corrected and we will see the actual position of the players. Note that this will cause a jump in the players movements, but they will be correct.Client | |
Default: 1 | Whether the movement prediction engine should treat other players as solid.Client | |
Default: 300 | When you are inactive, it's after how many seconds the server disconnect you. This is also controled by sv_timeout (server side)Client | |
Default: 20 | It's the number of updates per second you are requesting from the server.Client | |
Default: 320 | Sets the speed using the swim up / swim down keys(+moveup / +moveleft). This is limited by sv_maxspeed server side. And in CS this is limited by the per weapon speed.Client | |
Default: 0.05 | This is called "View smoothing", enables interpolation between view vectors. It smooths/interpolates the view origin and angles when riding trains/plats. 0.05 should be good(if you have above 20 fps) and 0 disables it so it should increase your fps.Client | |
Default: 4 | It compensates the view along the surface of water.Client | |
Default: 0 | It was to fix a bug in the original HL1 code related to the WeaponList usermessage the message would just be ignored if this was set.Client | |
Default: 1 | Enables rain on de_aztec, 1 will cause a few rain drops, 2 will increase them, and 3 will cause a downpour.Disables it to improve performance.Client | |
Default: 210 | Defines turn speed with +left and +right.Client | |
Default: 27005 | Sets the port that the client connects to the server through.Client | |
Default: 0.5 | It's designed to combat the speedhacks being used in-game. The default value for this cvar is "0.5". As you lower the value (0.3, 0.1, 0.01, etc.), modem clients' games should feel jittery. Adjusting "clockwindow" does not affect the server. This doesn't really block the speedhacks now, but just make the speedhacker lag a lot when speedhacking.Server | |
Default: 0 | No description is published for this one.Client | |
Default: 255 180 30 | Sets the color of chat messages. in RGB. In Won (the system before Steam), it was used to change the console text color as well.Client | |
| — | No description is published for this one.Client | |
Default: 4 | The amount of time in seconds developer messages stay in the upper-left before disappear of the screen.Client | |
Default: 1 | This is not working in Steam, but in Won (the system before Steam) if you had this CVar on "0" you couldn't open the console.ClientArchived | |
Default: 0 | This was to enable the cooperative mode in Quake. This is not working in HL1 because there is NO coop mod (not working in CS either because CS is multi player).Server | |
Default: 1 | Enables the red dot at the middle of awp/scout/g3sg1/sg550 crosshairs.Client | |
Default: 0 | It sets a maximum quality for all textures, close or far.0 High texture detail.1 Medium texture detail.2 Low texture detail.3 Minimum texture detail.Client | |
Default: 1 | It sets the maximum scaled quality of distant textures.0 Full object detail1 Some object detail2 Medium object detail3 Low object detailAnd i think you can go over 3.Client | |
Default: 0 | It enables fast sprites rendering. It will skip rendering every N scanlines.Client | |
Default: 0 | It defines if the server is multi player (1) or single player (0). When you launch a listen or dedicated server, this is auto set to 1. This only stay on 0 if you launch a map by map "mapname" or you play HL single player.Server | |
Default: 30 | Sets the frequency at which players can spray their logos. Amount is in seconds, 0 means no delay (spray as fast as you can).Server | |
Default: 90 | Sets the field of view in Half-Life. In CS changing it only takes effect when zoomed out over your body in spectator mode after you die. Also this will mess with your sensitivity if you try to adjust it. In Half-Life this could be used to get a "zoom" effect even for a gun without a...Client | |
Default: 0 | It shows the overview map created by the game. Used for mappers, to get overview image.ServerCheat | |
Default: 0 | Enables developer mode. Developer mode can be used to show information on screen and prints advanced informations into console. Developer 2 gives more advanced informations than developer 1.Client | |
Default: 0.9 | Determines scaling of ambient/direct lighting on studio models.Client | |
| — | No description is published for this one. | |
Default: 0 | If set, this shows the AI sound list to the console (only with developer 2).Server | |
Default: 2 | This is used to add slowdown when jumping off of an edge. When jumping off of a platform that is 70 units from the ground, the effect of edgefriction is greatly increased. When set higher, the force pulling you down is greater. (Gravity in a sense)Server | |
Default: 0.1 | ex_interp sets the amount of time (in seconds) to interpolate in between each successive update(cl_updaterate).Set this variable to 0 and nothing else. Counter-Strike will automatically set your ex_interp to 1/cl_updaterate (i.e. your console will say: "ex_interp forced up to xx msec"). This is because the time in between each packet is exactly 1/(the # of updates per second), so this is how long you want your client to interpolate.Client |
Or search above to jump straight to the one you need.
Values marked Server belong in your czero/server.cfg. Values marked Clientare typed into each player’s own console.
Note
GoldSrc reports variables through cvarlist, so the list above covers every setting you can change. One-shot commands such as changelevel, kick, status and the cheat commands are typed the same way but are not part of that list.
How to Use Condition Zero Server Commands
Server settings live in czero/server.cfg. Condition Zero reads that file on every map change.
- 1Log in to Bropanel and select your Condition Zero server.
- 2In the sidebar, open
Files. - 3Open
czero/server.cfg. - 4Add one command per line, such as
mp_roundtime 3. - 5Save the file and restart your server.
For a change you want right now, run it from the Console tab in the panel instead. Those changes apply live and reset on restart. See the config files guide for what belongs in each file.
Condition Zero Bot Commands
Bots are the reason most people run Condition Zero. These are the commands that shape them.
| Command | Default | What it does |
|---|---|---|
bot_quota | 0 | How many bots the server keeps in the game. |
bot_difficulty | 0 | Bot skill. 0 easy, 1 normal, 2 hard, 3 expert. |
bot_join_team | any | Which team bots join. Use any, T or CT. |
bot_chatter | normal | How much bots talk. Use off, radio, minimal or normal. |
bot_prefix | empty | Text placed in front of every bot name. |
bot_add | command | Adds one bot to the game. |
bot_kick | command | Kicks bots by team, type, difficulty or name. |
bot_quota_mode | normal | Whether the quota counts bots only or bots plus humans. |
bot_join_after_player | 1 | Makes bots wait until a human joins. |
bot_allow_rogues | 1 | Lets bots go off on their own instead of following the plan. |
A common setup is bot_quota 10, bot_difficulty 2 and bot_join_after_player 1. That fills the server without stopping real players from taking the slots.
Most Used Condition Zero Server Commands
| Command | Default | What it does |
|---|---|---|
hostname | empty | Sets the server name shown in the browser. |
sv_password | empty | Locks the server behind a password. |
rcon_password | empty | Sets the admin password for rcon. |
mp_timelimit | 0 | Minutes before the map rotates. |
mp_maxrounds | 0 | Rounds before the map changes. |
mp_roundtime | 5 | Round length in minutes, from 1 to 9. |
mp_freezetime | 6 | Seconds players stay frozen at round start. |
mp_startmoney | 16000 | Money each player starts with. |
mp_buytime | 1.5 | Minutes players can buy for. |
mp_c4timer | 45 | Bomb timer in seconds, from 15 to 90. |
mp_friendlyfire | 0 | Set to 1 to let teammates damage each other. |
mp_autoteambalance | 1 | Keeps team sizes even. |
mp_limitteams | 2 | How many players one team can have over the other. |
sv_alltalk | 0 | Set to 1 so both teams hear each other. |
sv_cheats | 0 | Set to 1 to unlock cheat commands. |
sv_gravity | 800 | Server gravity. Lower floats, higher drops. |
mp_chattime | 10 | Seconds of chat after the map ends. |
How to Open the Console in Condition Zero
- 1Open Condition Zero and go to
Options. - 2Select the
Keyboardtab and clickAdvanced. - 3Tick
Enable developer console (~). - 4Click
OK, then press the~key in game.
