DebugMenu { "width" "620" "height" "300" General { "Developer" { "incrementcvar" "developer 0 2 1" } "host_timescale small" { "incrementcvar" "host_timescale 0 1 0.2" } "host_timescale large" { "incrementcvar" "host_timescale 1 10 3" } "Stop time" { "command" "host_timescale 0" } "Resume time" { "command" "host_timescale 1" } "Buddha" { "command" "buddha" } "Noclip speed" { "incrementcvar" "sv_noclipspeed 5 40 10" } "Noclip" { "command" "noclip" } "Third-person" { "command" "thirdperson" } "First-person" { "command" "firstperson" } "Infinite AUX Power" { "togglecvar" "sv_infinite_aux_power" } "Weapon cubemap" { "command" "impulse 81;wait 100;use weapon_cubemap" } "Build cubemaps" { "command" "host_timescale 0;mat_specular 0;wait;buildcubemaps;host_timescale 1;retry;mat_specular 1;wait 2000;say YOU MAY NEED TO RELOAD THE MAP;" } "Reload all materials" { "command" "mat_reloadallmaterials" } "Restart all particles" { "command" "ent_fire info_particle_system stop;wait 100;ent_fire info_particle_system start;" } "Restart sound system" { "command" "snd_restart" } "Reload HUD" { "command" "hud_reloadscheme" } "All guns" { "command" "impulse 101" } "sv_hl2mp_item_respawn_time " { "incrementcvar" "sv_hl2mp_item_respawn_time 0 30 5" } "sv_hl2mp_weapon_respawn_time" { "incrementcvar" "sv_hl2mp_weapon_respawn_time 0 30 5" } "phys_timescale small" { "incrementcvar" "phys_timescale 0 1 0.2" } "phys_timescale large" { "incrementcvar" "phys_timescale 1 10 3" } "Stop physics" { "command" "phys_timescale 0" } "Resume physics" { "command" "phys_timescale 1" } "Kill me" { "command" "kill" } } "Under crosshair" { "Which material?" { "command" "surfaceprop;say check console!" } "Spawn light" { "command" "create_flashlight" } "Spawn antlion" { "command" "npc_create npc_antlion" } "Spawn Airboat" { "command" "impulse 83" } "------Inputs------" { "command" "playgamesound NPC_Stalker.Hit;say Fire inputs to the entity under the crosshair" } "Remove entity" { "command" "ent_fire !picker kill;" } "Turn entity on" { "command" "ent_fire !picker TurnOn;ent_fire !picker Enable" } "Turn entity off" { "command" "ent_fire !picker TurnOff;ent_fire !picker Disable" } "Break entity" { "command" "ent_fire !picker break" } "Toggle entity" { "command" "ent_fire !picker toggle" } "Open entity" { "command" "ent_fire !picker open" } "Close entity" { "command" "ent_fire !picker close" } "Lock entity" { "command" "ent_fire !picker lock" } "Unlock entity" { "command" "ent_fire !picker unlock" } "Set 100 HP" { "command" "ent_fire !picker sethealth 100" } "Set -1 HP /Suck blood/" { "command" "ent_fire !picker sethealth -1" } "Turn into ragdoll" { "command" "ent_fire !picker BecomeRagdoll" } "-----Need dev 1-----" { "command" "playgamesound NPC_Stalker.Hit;say Set developer to 1 or 2 to use following commands." } "Entity info" { "command" "ent_text" } "Entity absolute box" { "command" "ent_absbox" } "Entity bounding box" { "command" "ent_bbox" } "Entity Pivot" { "command" "ent_pivot" } } "Show" { "-----Overlay-----" { "command" "playgamesound NPC_Stalker.Hit;say Overlay various info to the screen" } "Picker (ent bounds)" { "command" "picker" } "cl_showpos" { "command" "toggle cl_showpos" } "cl_showfps" { "command" "toggle cl_showfps" } net_graph { "command" "incrementvar net_graph 0 3 1" } "Texture Budget" { "command" "toggle showbudget_texture" } "Texture list" { "command" "+mat_texture_list" } "cl_entityreport" { "command" "toggle cl_entityreport" } "cl_entityreport +50" { "command" "incrementvar cl_entityreport 1 2000 50" } "cl_entityreport -50" { "command" "incrementvar cl_entityreport 1 2000 -50" } "------Render------" { "command" "playgamesound NPC_Stalker.Hit;say Render options for testing maps" } Fullbright { "incrementcvar" "mat_fullbright 0 2 1" } "Vis-leaves" { "incrementcvar" "mat_leafvis 0 3 1" } "vcollide_wireframe" { "command" "toggle vcollide_wireframe" } "Triggers" { "command" "showtriggers_toggle" } WireFrame { "togglecvar" "mat_wireframe" } Luxels { "togglecvar" "mat_luxels" } Normals { "togglecvar" "mat_normals" } Lights { "togglecvar" "r_drawlights" } Portals { "togglecvar" "r_drawportals" } "-------Print-------" { "command" "playgamesound NPC_Stalker.Hit;say Prints various things like used edicts to the console" } "Status > console" { "command" "status" } "Edicts > console" { "command" "report_entities" } "Materials > console" { "command" "mat_showmaterials" } "Textures > console" { "command" "mat_showtextures" } "-------Entity I/O-------" { "command" "echo;say Overlays entity Inputs and Outputs to the screen for debugging (see console);wait 50;echo I recommend first type because it wont toggle new ents and is cleaner. Second one needs developer on and draws ladders too.;echo;echo Pause command: Toggles pausing of input/output message processing for entities. When turned on processing of all message will stop. Any messages displayed with 'Draw I/O' will stop fading and be displayed indefinitely. To step through the messages one by one use 'Step I/O';playgamesound NPC_Stalker.Hit" } "1. Draw I/O" { "togglecvar" "ent_messages_draw" } "2. Draw Names + I/O" { "command" "ent_messages *" } "Pause I/O" { "command" "ent_pause" } "Step I/O" { "command" "ent_step" } } Hide { "Weapon" { "command" "impulse 200" } HUD { "command" "toggle cl_drawhud" } "VGUI /everything 2D/" { "togglecvar" "r_drawvgui" } SkyBox { "togglecvar" "r_drawskybox" } World { "togglecvar" "r_drawworld" } Displacements { "togglecvar" "r_drawdisp" } Entities { "togglecvar" "r_drawentities" } "Static Props" { "togglecvar" "r_drawstaticprops" } "Detail Props" { "togglecvar" "r_drawdetailprops" } Decals { "togglecvar" "r_drawdecals" } "Brush Models" { "togglecvar" "r_drawbrushmodels" } Beams { "togglecvar" "r_drawbeams" } Ropes { "togglecvar" "r_drawropes" } Sprites { "togglecvar" "r_drawsprites" } Particles { "togglecvar" "r_drawparticles" } "Water Surface" { "togglecvar" "r_drawwatersurface" } "Bump maps" { "togglecvar" "mat_fastnobump" } "Specular maps" { "togglecvar" "mat_specular" } } "NPC/AI" { "Kill all alive NPC" { "command" "ent_fire npc_* sethealth -1" } "No Target" { "command" "notarget" } Disable { "command" "ai_disable" } Resume { "command" "ai_resume" } Step { "command" "ai_step" } Enemies { "command" "npc_enemies" } Go { "command" "npc_go" } "Go Random" { "command" "npc_go_random" } Route { "command" "npc_route" } Select { "command" "npc_select" } Destroy { "command" "npc_destroy" } ViewCone { "command" "npc_viewcone" } Tasks { "command" "npc_tasks" } Combat { "command" "npc_combat" } Focus { "command" "npc_focus" } } "Node Graph" { Nodes { "command" "ai_nodes" } "Next Hull" { "command" "ai_next_hull" } "Show Hull" { "command" "ai_show_hull" } "Show Connect" { "command" "ai_show_connect" } "Show Visibility" { "command" "ai_show_visibility" } "Show Graph Connect" { "command" "ai_show_graph_connect" } } "Sound" { "Restart sound system" { "command" "snd_restart" } "Stop all sounds" { "command" "stopsound" } "Flush soundscape" { "command" "soundscape_flush" } "cl_soundemitter_flush " { "command" "cl_soundemitter_flush" } "Show sounds" { "togglecvar" "snd_show" } "Debug soundscapes" { "togglecvar" "soundscape_debug" } } "Other" { "Demo UI" { "command" "demoui" } "Demo UI 2" { "command" "demoui2" } "Fog UI" { "command" "fogui" } "Color Correction UI" { "command" "colorcorrectionui" } "Perf UI" { "command" "perfui" } "----------------" { "command" "playgamesound NPC_Stalker.Hit" } "Hairy balls" { "command" "CreateHairball" } "Restart engine" { "command" "_restart" } "Quit engine" { "command" "quit" } "Go to dm_lockdown" { "command" "changelevel dm_lockdown" } "Teamplay" { "togglecvar" "mp_teamplay" } } }