Team Fortress Classic runs on GoldSrc, so it shares its engine variables with Half-Life and CS 1.6. What it adds on top is the cr_ family, which restricts how many players can pick each class.
Search the full list below, then add what you need to your Team Fortress Classic server. Each entry shows the default value, what it does and whether it belongs on the server or in a player's console.
433 commands in total
| Command | Default | Description |
|---|---|---|
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: 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: 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: 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: 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: 0.52 | 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: 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: 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: 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: 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: 0 | No description is published for this one.Server | |
Default: 0 | No description is published for this one.Server | |
Default: 0 | No description is published for this one.Server | |
Default: 0 | No description is published for this one.Server | |
Default: 0 | No description is published for this one.Server | |
Default: 0 | No description is published for this one.Server | |
Default: 0 | No description is published for this one.Server | |
Default: 0 | No description is published for this one.Server | |
Default: 0 | No description is published for this one.Server | |
Default: 0 | No description is published for this one.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 | |
Default: 0 | Simulates lag when the value is higher than 0. Higher value is more lag.ServerCheat | |
Default: 0 | Simulates loss when the value is higher than 0. Higher value is more loss, sv_cheats must be enabled for this to work.ServerCheat | |
Default: 72 | Set the maximum frames per second. You can only have over 100 if developer is 1 (on).ClientArchived | |
Default: 0 | This is the old fps_max CVar for Internet. Leave this at 0 and use fps_max.Client | |
Default: 0 | No description is published for this one.Archived | |
Default: 0 | Normally this toggle is disabled which in turn enables the game to load all of the necessary sound files for that specific map before the game starts. If this toggle is enabled the game will not preload the sound files during the start of the map, instead the sound files will only be loaded when they are necessary. The sound files will stay in memory after they are loaded in order to increase performance of the game by not having to reload the same sound files from the hard drive every time that the sound file is used.Client | |
Default: 0 | Controls printing of warnings about texture resampling. It needs developer to be 1 (On).Client | |
Default: 0 | Perf printouts about sound and model loading. It needs developer to be 1 (On).Client | |
Default: 0 | Controls a bunch of console spew about timings at startup time for the engine. It needs developer to be 1 (On).Client | |
Default: 2.5 | Sets the gamma value.Client | |
Default: 0 | Applies opengl perspective correction hints: e.g.: glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);Client | |
Default: 0.25 | This controls how filtering of alpha-masked textures (gratings, fences, screen-door stuff) affects the appearance of edges. Higher values makes these items (i.e. the gratings,fences,etc.) look "skinnier", 1 makes them absolutely disappear.Client | |
Default: 0 | If you enable gl_clear, it will clear the color-buffer. Basically, this means that when the camera can see into the void, either because of the map extending past the farclip plane or there is some kind of corruption of the map data. This is often used as a debugging tool as the 'gl_clear' color is red. It's used by Mappers to see if there are leaks in their maps. It seems that in D3D, it turns everything to red even if you are not outside the map.Client | |
Default: 1 | Enables opengl GL_CULL_FACE setting.Client | |
Default: 0 | This CVar have only a effect in D3D mode. It enable reversed rendering order. With nVidia Detonator 53.03 and gl_d3dflip 0, you can get a WH.If you are having mouse lags problems in D3D( most of time in smokes ), you can try gl_d3dflip 1, it will reduce the lag or fix it.Client | |
Default: 1 | 16 bit OpenGL rendering can use a form of dithering where the lack of colour depth is hidden by rounding different ways depending on the pixel being drawn. Setting to 0 can theoretically be faster or less hideous. Then again, it could look more bland. It depends on personal preference. It seems that at 32 bit it don't have effect on walls but only on sky.Client | |
Default: 0 | It's a fix for your crosshair if you are using 3dfx drivers (Old video cards, example: Voodoo, Voodoo2, Rush or Banshee.) Maybe in CS 1.6 you can't even use 3dfx servers since there is no option like in 1.5 to enable it. If you use that with others drivers you'll get your AWP/Scout crosshair buggued.Client | |
Default: 1 | Turn On/Off the fog effect. This was made for CZ and not for 1.6 but it can work in 1.6. It only works in de_inferno_cz. But with this you can get a colored map (or make it work in all maps) : You must have -dev in the launch parameters and set cl_fog_density to 1 + cl_fog_r/cl_fog_r/cl_fog_g (those control the color).Client | |
Default: 1 | Keep collinear points added by QCSG/QBSP to fix T-junctions. If you set it to 0 you will see cracks between some textures.Client | |
Default: 1 | Controls whether to apply lighting to surfaces with holes (not sure if this still actually works).Client | |
Default: 512 | The maximum pixel size which textures are loaded in. The value must be a multiple of 16 to prevent white textures, when a texture is larger than gl_max_size it will be cropped into that size, if that size isn't a multiple of 16 it will become a white texture. Although gl_max_size has no maximum value, a value of 512 is the most realistic maximum value of gl_max_size.Client | |
Default: 0 | Create uniform light source, no shadows. (Can also be called FullBright). When a grenade explode in a area or you turn on your flashlight, the gamma of this area will go back to normal.Client | |
Default: 0 | Toggles the replacement of textures with alphanumeric characters. Obsolete, not working in 1.6.Client | |
Default: 0 | Don't bind separately colored textures for players. Obsolete and not supported.Client | |
Default: 0 | Saturated lighting. Makes lighting more natural and realistic.Client | |
Default: 1 | Enable/disable support for paletted textures. If the GL driver you're using doesn't support the extension, this won't make any difference. But some cards support the extension poorly and support must be disabled using this variable.Client | |
Default: 0 | Sets the rendering quality - * higher the number is faster but lower qualityDon't set it over 3 or cs will crash.Client | |
Default: 0 | Sets the rendering quality to the models. Not supported.Client | |
Default: 0.1/4 | Amount of offset to apply to decals on polygons.Client | |
Default: 0 | This cvar doesn't have any effect.Client | |
Default: 3 | This is the textures accuracy or the textures rounding. When textures need to be resized they are rounded up or down depending of this. Setting it to a low value SHOULD make the textures rendered more accurately and setting it to a high value SHOULD make the textures accuracy worse. I say "SHOULD" because it can depend of video card. The max value SHOULD be 5 but again it can depend of video card.Client | |
Default: 1 | It enabled alpha-blending on sprites. It's like the rendering quality to the sprites (gl_spriteblend 0 = bad quality), blood n stuffs.(0=more blood)Client | |
Default: 0.3 | It amplifies the water's waves (in maps with water of course). This cvar can only be changed by sv_wateramp(Server Side).Client | |
Default: 0 | gl_wireframe 1 does the former, placing glowing lines on each face that the engine is drawing which show how it is being split up. gl_wireframe 2 does the same thing, but the lines it creates can be seen through walls, thus allowing you to tell how much of the map is being drawn (including other areas that maybe should not be drawn!).gl_wireframe 1, then, is good for seeing how faces are being split etc. gl_wireframe 2 is best for seeing if your VIS blockers are actually working and stopping other areas from being drawn.This is used by mappers to see what is calculated to improve the performances of their maps.Client | |
Default: 4096 | Sets max zbuffer size. This the max viewable distance. Setting it to 0 in D3D renderer makes you see through walls. Since people was cheating with it, VALVe added a protection and this cvar can now only be changed with sv_zmax ( Server Side ).Client | |
Default: 0 | Z-buffer half range, but no clears (saves fill rate). Enabling this might cause distant objects to flicker. If you want more fps, enable this.Client | |
Default: 64 | Sets the height of net_graph.Client | |
Default: 1 | Toggles high quality sound.Client | |
Default: 0 | This scales the clock, but only in single player or during demo playback (can be used for fast forward).Server | |
Default: 0 | Sets a time delay before killing the server.Server | |
Default: 0 | Apply cl_cmdrate and cl_updaterate to loopback connection |
Or search above to jump straight to the one you need.
Values marked Server belong in your tfc/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 TFC Server Commands
Server settings live in tfc/server.cfg, which TFC reads on every map change.
- 1Log in to Bropanel and select your TFC server.
- 2In the sidebar, open
Files. - 3Open
tfc/server.cfg. - 4Add one command per line, such as
mp_timelimit 30. - 5Save the file and restart your server.
The Console tab in the panel runs commands live. Those changes take effect at once and reset on the next restart, so keep anything permanent in the config. The config files guide covers the rest.
TFC Class Restriction Commands
The cr_ commands cap how many players on each team can take a class. Set a value to limit it, or 0 to leave the class open.
| Command | Class |
|---|---|
cr_scout | Scout |
cr_sniper | Sniper |
cr_soldier | Soldier |
cr_demoman | Demoman |
cr_medic | Medic |
cr_hwguy | Heavy Weapons Guy |
cr_pyro | Pyro |
cr_spy | Spy |
cr_engineer | Engineer |
cr_random | Random class pick |
Every one defaults to 0, meaning no limit. Setting cr_sniper 2 allows two snipers per team, which is the usual fix for a server full of them.
Most Used TFC 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_fraglimit | 0 | Score that ends the map. 0 turns it off. |
mp_teamplay | 1 | Controls the team play rules in use. |
mp_friendlyfire | 0 | Set to 1 to let teammates damage each other. |
mp_footsteps | 1 | Set to 0 to silence footsteps. |
mp_flashlight | 0 | Set to 1 to allow flashlights. |
mp_chattime | 10 | Seconds of chat after the map ends. |
sv_gravity | 800 | Server gravity. Lower floats, higher drops. |
sv_maxspeed | 320 | Caps player movement speed. |
sv_alltalk | 0 | Set to 1 so both teams hear each other. |
sv_cheats | 0 | Set to 1 to unlock cheat commands. |
How to Open the Console in TFC
- 1Open Team Fortress Classic and go to
Options. - 2Select the
Keyboardtab and clickAdvanced. - 3Tick
Enable developer console (~). - 4Click
OK, then press the~key in game.
