Garry's Mod

GMOD Console Commands Guide

Submitted by KrakenKnight, , Thread ID: 193384

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KrakenKnight
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11-01-2021, 02:45 PM
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1. Starting out
Welcome to the beginner's guide for Garry's Mod!

Garry's Mod, sometimes abbreviated as "GMod", is a first-person sandbox game where you can load up a world (map), and build many/crazy contraptions, explore the worlds or battle other players or monsters. (Like zombies, evil alien soldiers, alien bugs etc.) This guide will give you a look into how to play the game, what to do, and also some useful tips with stuff!

This guide shall assume this is your first time playing the game.

When you start up the game you shall be greeted with a menu: (The background is a slideshow of images that change periodically)

I would recommend that you first take a look at your graphics settings by clicking "Options", then clicking the "Video" tab, then clicking "Advanced...". This is some pretty technical stuff, and you could end up breaking the game if you mess around with these settings!

These particular settings determine how realistic the game's graphics look. Having them low will make the game run faster, but look less detailed. Having them high will make the game look more like real life, but it can slow the game down, and by A LOT if your computer isn't fast/powerful enough! The resolution outside the Advanced settings determines how clear/HD the game looks. Yet again, lower = faster but blurrier, higher = clearer but slower.

Enough of the graphics settings. Before we get to actually playing the game, we need to look at just one more thing... The controls!

If you have played a Source engine-powered game before, such as Half-Life 2, Portal, Counter-Strike Source/Global Offensive or Team Fortress 2, you should probably know (Most of) the controls already. If you do, then you should continue to the next section now. If you don't know the controls, or haven't played any games based on the Source engine before, you probably should read the rest of this section!

The defaults are as follows:
W, A, S and D keys - Move around
Moving the mouse - look around/aim (When you press W, you move in the direction you're looking)
Left mouse button - Fire weapon/tool
Right mouse button - Varies, depending on what weapon/tool you're holding
R key - Reload weapon/varied actions, depending on what tool the Tool Gun is set to
Q key - Open the Spawn Menu. Menu closes when Q key is released! F1 toggles the menu
V key - Toggles "No-Clip". Lets you fly around the level
Left shift key - Sprint (Move faster)/increase flying speed when "No-Clip" is on
Left control (Ctrl) - Crouch (Move slower)/decrease flying speed when "No-Clip" is on
F key - Flashlight (Lights the area in front of you, but can slow down the game when on, due to it's dynamic lighting feature)

That is all you primarily need to know to get started with Garry's Mod. You can learn the rest of the controls by opening the Options menu and clicking the "Controls" tab, or by just exploring the game yourself, and learning the controls and other stuff along the way!

Now we are going to get onto actually playing the game! (Continue to next section)
2. Playing in Singleplayer and using the Physgun
In this section we are going to now actually start playing Garry's Mod!

First click on "Start New Game". There will then be a menu letting you choose which map you want to play in. It should look like this:
Click on the one that says "gm_construct", then click "Start Game".

After the map has loaded, you should see something like this:
Congratulations! You are now inside the game world, ready to play!
ntroduction
In this guide i will be defineing all of the console commands and explaining what they do. You can jump to any section you would like, the commands may be listed multiple times due to the different ranks.

Please check out this user created online version! http://gmbrblog.blogspot.com.br/2015/06/...mands.html
Main Or Most Used Console Commands
sv_kickerrornum 0 //Disables kicking for lua errors, useful for debugging
sv_downloadurl "URLGOESHERE" //Setting your servers FastDownload URL, allowing players to download content from a webserver.
hostname "NAME" //This field sets the servers name, also known as the host name
rcon_password "" //Sets the servers rcon password
sv_unlag 1 //Disables lag compensation
sv_password "PASSWORD" //Sets the servers password, which is required to join
tv_enable 0 //Enables HL2TV, not reccomended for Garry's Mod
ULX Commands (DarkRP/TTT/All)
Below Is A Definition And Explanation Of All Of The Super Admin Commands.
- ply = Player Name/Player (The Target Of The Command)
- time= Amount Of Time The Command Will Last (e,g Fire will last for 300 seconds)
- amt = Amount Of Said Item (e,g armor is the amount of armor, normally ranging through 0-100)
- sound = The Sound Title/Sound File Name
- dmg = Damage Amount, The Amount Of Damage Dealt
- You Can Use * As A Universal Selector, (e,g !slay * | Will lslay everyone)
---------------------------------------- Start ----------------------------------------
ulx slay <ply> - !slay <ply> -- Kills/Slays The Selected Target(s)
ulx slaynr <ply> - !slaynr <ply> --Marks The Target(s) To Be Slain The Following Round(s)
ulx rslaynr <ply> - !slaynr <ply> --Removes/Revokes Slay(s) From The Selected Target(s)
ulx vslaynr <ply> - !vslaynr <ply>
ulx nr <ply> <role> - !nr <ply> <role> --Marks The Target(s) To Be What Role You Select Them (e,g Traitor, Innocent, Detective)
ulx credits <ply> - !credits <ply> --Gives An Amount Of Credits To The Target(s)
ulx gag <ply> - !gag <ply> --Gags The Target(s), Making It So They Cannot Talk/Use Microphone
ulx ungag <ply> - !ungag <ply> --Ungags The Target(s) Making It So They Can Talk
ulx mute <ply> - !mute <ply> --Making It So The Target(s) Cannot Type In Chat, The Gag For Chat
ulx unmute <ply> - !unmute <ply> --Unmutes The Specified Target(s)
ulx csay <msg> - !csay <msg> --Sends A Message To All Players Ingame, Printing It On The Middle Of Their Screens
ulx psay <ply> <msg> - !psay <ply> <msg> --Sends A Message To Specified Player(s)
ulx gimp <ply> - !gimp <ply> --Gimps The Specified Target(s), Making Them Say Pre-Set Messages Rather Then What They Typed, Easy To Abuse And Spam
ulx ungimp <ply> - !ungimp <ply> --UngimpsThe Specified Target(s)
ulx thetime - !time --Displays The Serverwide Time
ulx armor <ply> <amt> - !armor <ply> <amt> --Sets The Specified targets(s) Armor
ulx blind <ply> <time> - !blind <ply> <time> --Blinds The Selected/Specified Target(s)
ulx unblind <ply> - !unblind <ply> --Unblinds The Specified Target(s)
ulx cloak <ply> <time> - !cloak <ply> <time> --Cloaks The Specified Target(s)
ulx uncloak <ply> - !uncloak <ply> --Uncloaks The Specified Target(s)
ulx freeze <ply> <time> - !freeze <ply> <time> --Freezes The Player In Place For However Long You Want, Default Is Indefinitely
ulx unfreeze <ply> - !unfreeze <ply> --Unfreezes Specified Target(s)
ulx god <ply> - !god <ply> --Grants God Mode Upon Selected Target(s)
ulx ungod <ply> - !ungod <ply> --Revokes God Mode From Selelected Target(s)
ulx hp <ply> <amt> - !hp <ply> <amt> --Sets The Specified Target(s) HP Level (Health)
ulx ignite <ply> <time> - !ignite <ply> <time> --Ignites The Specified target(s) On Fire
ulx unignite <ply> - !unignite <ply> --Extinguses The Selected Target(s)
ulx igniteall - !igniteall --Ignites Everything
ulx unigniteall - !unigniteall --Extinguses Everything
ulx jail <time> - !jail <ply> <time> --Jails The Selected Target(s) For The Specified Time
ulx unjail <ply> - !unjail <ply> --Unjails The Selected Target(s)
ulx maul <ply> !maul <ply> --Mauls The Selected Target(s)
ulx playsound <sound> - N/A -- Plays The Selected Sound If Installed Onto Server
ulx ragdoll <ply> - !ragdoll <ply> --Ragdolls The Selected Target(s)
ulx unragdoll <ply> - !unragdoll <ply> --Unragdolls The Selected Target(s)
ulx slap <ply> <dmg> - !slap <ply> <dmg> --Slaps The Selected Target(s) With Said Damage
ulx whip <ply> <amt> <dmg> - !whip <ply> <amt> <dmg> --Whips The Selected Target(s) For Said Amount Of Times With Said Damage
ulx sslay <ply> - !sslay <ply> --Silently Slays The Selected Target(s)
ulx strip <ply> - !strip <ply> --Strips The Selected Target(s) Of All Of Their Weapons
ulx motd - !motd --Displays The Message Of the Day
ulx afk <ply> - !afk <ply> --Moves The Selected Target(s) Into Spectator Mode(AFK)
ulx unafk <ply> - !unafk <ply> --Moves The Selected Target(s) Back To Player
ulx force <ply> <role> - !force <ply> <role> --Forces The Selected Target(s) To Take The Role Specified
ulx karma <ply> <amt> - !karma <ply> <amt> --Sets The karma For The Specified Target(s)
ulx respawn <ply> - !respawn <ply> -- Respawns The Player, Deleting The Corspe And Unid'ing It
ulx bodyarmor <ply> - !bodyarmor <ply> --Gives The Specifed Target(s) Body Armor
ulx bring <ply> - !bring <ply> --Brings The Selected Target To You
ulx goto <ply> - !goto <ply> --Goto The Selected Target
ulx send <ply> <ply> - !send <ply> <ply> --Sends The Selected Target To Another Target
ulx teleport <ply> - !teleport <ply> --Teleports The Selected Target To You
ulx ban <ply> <time> <reason> - !ban <ply> <time> <reason> --Bans The Selected Target(s) For The Said Amount Of Time
ulx unban <ply> - !unban <ply> ---Unbans The Selected Target
ulx banid <steam_id> <time> <reason> - N/A --Bans The Selected Steam ID
ulx kick <ply> - !kick <ply> --Kicks The Selected target(s)
ulx noclip <ply> - !noclip <ply> --Sets Flow Mode To Active Allowing You To Noclip Through Objects, Use !noclip/ulx noclip for yourself or specify or other people
rp_setmoney <ply> <amt> ---Sets a specified amount of money for the specified target(s) (DarkRP only)
rp_tellall <msg> --Places the specified message on the player's screen
rp_arrest <ply> --Arrests the specified target(s)
rp_unarrest <ply> --Unarrests the specified target(s)
rp_resetallmoney --Resets everyone's money
rp_cancelvote --Cancels the most recent vote
rp_setname <ply> <name> --Sets the specified target(s) name
rp_tell <ply> <msg> --Sends a message to the specified target
Garry's Mod Commands Part II

+alt1
+alt2
+attack
+attack2
+back
+break
+camdistance
+camin
+cammousemove
+camout
+campitchdown
+campitchup
+camyawleft
+camyawright
+commandermousemove
+demoui2 // Bring the advanced demo player UI (demoui2) to foreground.
+duck
+forward
+graph
+grenade1
+grenade2
+jlook
+jump
+klook
+left
+lookdown
+lookup
+mat_texture_list
+movedown
+moveleft
+moveright
+moveup
+posedebug // Turn on pose debugger or add ents to pose debugger UI
+reload
+right
+score
+showbudget
+showbudget_texture
+showbudget_texture_global
+showscores

+showvprof
+speed
+strafe
+use
+vgui_drawtree
+voicerecord
+walk
+zoom
-alt1
-alt2
-attack
-attack2
-back
-break
-camdistance
-camin
-cammousemove
-camout
-campitchdown
-campitchup
-camyawleft
-camyawright
-commandermousemove
-demoui2 // Send the advanced demo player UI (demoui2) to background.
-duck
-forward
-graph
-grenade1
-grenade2
-jlook
-jump
-klook
-left
-lookdown
-lookup
-mat_texture_list
-movedown
-moveleft
-moveright
-moveup
-posedebug // Turn off pose debugger or hide ents from pose debugger UI
-reload
-right
-score
-showbudget
-showbudget_texture
-showbudget_texture_global
-showscores
-showvprof
-speed
-strafe
-use
-vgui_drawtree
-voicerecord
-walk
-zoom
achievement_debug "0" // Turn on achievement debug msgs.
act
addip // Add an IP address to the ban list.
adsp_alley_min "122"
adsp_courtyard_min "126"
adsp_debug "0"
adsp_door_height "112"
adsp_duct_min "106"
adsp_hall_min "110"
adsp_low_ceiling "108"
adsp_opencourtyard_min "126"
adsp_openspace_min "130"
adsp_openstreet_min "118"
adsp_openwall_min "130"
adsp_room_min "102"
adsp_street_min "118"
adsp_tunnel_min "114"
adsp_wall_height "128"
advisor_use_impact_table "1" // advisor will use her custom impact damage table.
ainet_generate_report // Generate a report to the console.
ainet_generate_report_only // Generate a report to the console.
airboat_fatal_stress "5000" // Amount of stress in kg that would kill the airboat driver.
airboat_joy_response_move "1"
air_density // Changes the density of air for drag computations.
ai_actbusy_search_time "10"
ai_ally_manager_debug "0"
ai_auto_contact_solver "1"
ai_block_damage "0"
ai_citizen_debug_commander "1"
ai_clear_bad_links // Clears bits set on nav links indicating link is unusable
ai_debugscriptconditions "0"
ai_debug_actbusy "0" // Used to debug actbusy behavior. Usage: 1: Constantly draw lines from NPCs to the actbusy nodes theyve chosen to actbusy at. 2:
ai_debug_assault "0"
ai_debug_avoidancebounds "0"
ai_debug_directnavprobe "0"
ai_debug_doors "0"
ai_debug_dyninteractions "0" // Debug the NPC dynamic interaction system.
ai_debug_efficiency "0"
ai_debug_enemies "0"
ai_debug_enemyfinders "0"
ai_debug_expressions "0" // Show random expression decisions for NPCs.
ai_debug_follow "0"
ai_debug_loners "0"
ai_debug_looktargets "0"
ai_debug_los "0" // itl
ai_debug_nav "0"
ai_debug_node_connect // Debug the attempted connection between two nodes
ai_debug_ragdoll_magnets "0"
ai_debug_readiness "0"
ai_debug_shoot_positions "0"
ai_debug_speech "0"
ai_debug_squads "0"
ai_debug_think_ticks "0"
ai_default_efficient "0"
ai_disable // Bi-passes all AI logic routines and puts all NPCs into their idle animations. Can be used to get NPCs out of your way and to t
ai_disabled "0"
ai_drawbattlelines "0"
ai_drop_hint // Drop an ai_hint at the players current eye position.
ai_dump_hints
ai_efficiency_override "0"
ai_ef_hate_npc_duration "1"
ai_ef_hate_npc_frequency "5"
ai_enable_fear_behavior "1"
ai_expression_frametime "0" // Maximum frametime to still play background expressions.
ai_expression_optimization "0" // Disable npc background expressions when you cant see them.
ai_fear_player_dist "720"
ai_find_lateral_cover "1"
ai_find_lateral_los "1"
ai_follow_move_commands "1"
ai_follow_use_points "1"
ai_follow_use_points_when_moving "1"
ai_force_serverside_ragdoll "0"
ai_frametime_limit "50" // frametime limit for min efficiency AIE_NORMAL (in secs).
ai_hull // Controls which connections are shown when ai_show_hull or ai_show_connect commands are used Arguments: NPC name or classname,
ai_ignoreplayers "0"
ai_inhibit_spawners "0"
ai_keepragdolls "0"
ai_lead_time "0"
ai_LOS_mode "0"
ai_moveprobe_debug "0"
ai_moveprobe_jump_debug "0"
ai_moveprobe_usetracelist "0"
ai_navigator_generate_spikes "0"
ai_navigator_generate_spikes_strength "8"
ai_newgroundturret "0"
ai_new_aiming "1"
ai_next_hull // Cycles through the various hull sizes. Currently selected hull size is written to the screen. Controls which connections are
ai_nodes // Toggles node display. First call displays the nodes for the given network as green objects. Second call displays the nodes a
ai_norebuildgraph "0"
ai_no_local_paths "0"
ai_no_node_cache "0"
ai_no_select_box "0"
ai_no_steer "0"
ai_no_talk_delay "0"
ai_path_adjust_speed_on_immediate_turns "1"
ai_path_insert_pause_at_est_end "1"
ai_path_insert_pause_at_obstruction "1"
ai_post_frame_navigation "0"
ai_radial_max_link_dist "512"
ai_reaction_delay_alert "0"
ai_reaction_delay_idle "0"
ai_readiness_decay "120"
ai_rebalance_thinks "1"
ai_report_task_timings_on_limit "0"
ai_resume // If NPC is stepping through tasks (see ai_step ) will resume normal processing.
ai_sequence_debug "0"
ai_setupbones_debug "0" // Shows that bones that are setup every think
ai_set_move_height_epsilon // Set how high AI bumps up ground walkers when checking steps
ai_shot_bias "1"
ai_shot_bias_max "1"
ai_shot_bias_min "-1"
ai_shot_stats "0"
ai_shot_stats_term "1000"
ai_show_connect // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
ai_show_connect_fly // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
ai_show_connect_jump // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
ai_show_graph_connect // Toggles graph connection display for the node that the player is looking at. Nodes that are connected to the selected node by
ai_show_grid // Draw a grid on the floor where looking.
ai_show_hints // Displays all hints as small boxes Blue - hint is available for use Red - hint is currently being used by an NPC Orange -
ai_show_hull // Displays the allowed hulls between each node for the currently selected hull type. Hulls are color code as follows: Green -
ai_show_hull_attacks "0"
ai_show_node // Highlight the specified node
ai_show_think_tolerance "0"
ai_show_visibility // Toggles visibility display for the node that the player is looking at. Nodes that are visible from the selected node will be d
ai_simulate_task_overtime "0"
ai_spread_cone_focus_time "0"
ai_spread_defocused_cone_multiplier "3"
ai_spread_pattern_focus_time "0"
ai_step // use ai_step again. To resume processing no
ai_strong_optimizations "0"
ai_strong_optimizations_no_checkstand "0"
ai_task_pre_script "0"
ai_test_los // Test AI LOS from the players POV
ai_test_moveprobe_ignoresmall "0"
ai_think_limit_label "0"
ai_use_clipped_paths "1"
ai_use_efficiency
Garry's Mod Commands Part III
ai_use_frame_think_limits "1"
ai_use_readiness "1"
ai_use_think_optimizations "1"
ai_use_visibility_cache "1"
ai_vehicle_avoidance "1"
alias // Alias a command.
anim_3wayblend "1" // Toggle the 3-way animation blending code.
anim_showmainactivity "0" // and/or sprint activities.
anim_showstate "-1" // Show the (client) animation state for the specified entity (-1 for none).
anim_showstatelog "0" // 1 to output anim_showstate to Msg(). 2 to store in AnimState.log. 3 for both.
antlion_easycrush "1"
askconnect_accept // Accept a redirect request by the server.
async_allow_held_files "1" // Allow AsyncBegin/EndRead()
async_mode "0" // 1 = synchronous)
async_resume
async_serialize "0" // Force async reads to serialize for profiling
async_simulate_delay "0" // Simulate a delay of up to a set msec per file operation
async_suspend
audit_save_in_memory // Audit the memory usage and files in the save-to-memory system
autoaim_max_deflect "0"
autoaim_max_dist "2160"
autoaim_unlock_target "0"
autosave // Autosave
autosavedangerous // AutoSaveDangerous
autosavedangerousissafe
banid // Add a user ID to the ban list.
banip // Add an IP address to the ban list.
benchframe // Takes a snapshot of a particular frame in a time demo.
bench_end // Ends gathering of info.
bench_showstatsdialog // Shows a dialog displaying the most recent benchmark results.
bench_start // Starts gathering of info. Arguments: filename to write results into
bench_upload // Uploads most recent benchmark stats to the Valve servers.
bind // Bind a key.
binds_per_command "1"
BindToggle // Performs a bind <key> increment var <cvar> 0 1 1
bind_mac // not win32
birds_debug "0"
blink_duration "0" // How many seconds an eye blink will last.
bloodspray // blood
bot // Add a bot.
bot_attack "0" // Shoot!
bot_changeclass "0" // Force all bots to change to the specified class.
bot_crouch "0" // Bot crouches
bot_defend "0" // and that team will all keep their combat shields raised.
bot_flipout "0" // all bots fire their guns.
bot_forceattack2 "0" // use attack2.
bot_forceattackon "0" // hold it down.
bot_forcefireweapon "0" // Force bots with the specified weapon to fire.
bot_mimic "0" // Bot uses usercmd of player by index.
bot_mimic_yaw_offset "0" // Offsets the bot yaw.
bot_sendcmd "0" // Forces bots to send the specified command.
bot_zombie "0" // Brraaaaaiiiins.
box // Draw a debug box.
breakable_disable_gib_limit "0"
breakable_multiplayer "1"
buddha // Toggle. Player takes damage but wont die. (Shows red cross when health is zero)
budget_averages_window "30" // number of frames to look at when figuring out average frametimes
budget_background_alpha "128" // how translucent the budget panel is
budget_bargraph_background_alpha "128" // how translucent the budget panel is
budget_bargraph_range_ms "16" // budget bargraph range in milliseconds
budget_history_numsamplesvisible "100" // number of samples to draw in the budget history window. The lower the better as far as rendering overhead of the budget panel
budget_history_range_ms "66" // budget history range in milliseconds
budget_panel_bottom_of_history_fraction "0" // number between 0 and 1
budget_panel_height "384" // height in pixels of the budget panel
budget_panel_width "512" // width in pixels of the budget panel
budget_panel_x "0" // number of pixels from the left side of the game screen to draw the budget panel
budget_panel_y "50" // number of pixels from the top side of the game screen to draw the budget panel
budget_peaks_window "30" // number of frames to look at when figuring out peak frametimes
budget_show_averages "0" // enable/disable averages in the budget panel
budget_show_history "1" // turn history graph off and on. . good to turn off on low end
budget_show_peaks "1" // enable/disable peaks in the budget panel
budget_toggle_group // Turn a budget group on/off
bug // Show/hide the bug reporting UI.
bugbait_distract_time "5"
bugbait_grenade_radius "150"
bugbait_hear_radius "2500"
bugbait_radius "512"
bugreporter_includebsp "1" // Include .bsp for internal bug submissions.
bugreporter_uploadasync "0" // Upload attachments asynchronously
bug_swap // Automatically swaps the current weapon for the bug bait and back again.
buildcubemaps // Rebuild cubemaps.
building_cubemaps "0"
bulletspeed "6000"
cache_print // cache_print [section] Print out contents of cache memory.
cache_print_lru // cache_print_lru [section] Print out contents of cache memory.
cache_print_summary // cache_print_summary [section] Print out a summary contents of cache memory.
callvote // Start a vote on an issue.
camortho // Switch to orthographic camera.
cam_collision "1" // an attempt is made to keep the camera from passing though walls.
cam_command "0"
cam_idealdelta "4" // Controls the speed when matching offset to ideal angles in thirdperson view
cam_idealdist "150"
cam_idealdistright "0"
cam_idealdistup "0"
cam_ideallag "4" // Amount of lag used when matching offset to ideal angles in thirdperson view
cam_idealpitch "0"
cam_idealyaw "0"
cam_showangles "0" // print viewangles/idealangles/cameraoffsets to the console.
cam_snapto "0"
cancelselect
cast_hull // Tests hull collision detection
cast_ray // Tests collision detection
cc_captiontrace "1" // 2 = show in hud)
cc_linger_time "1" // Close caption linger time.
cc_predisplay_time "0" // Close caption delay before showing caption.
cc_smallfontlength "300" // force usage of small font size.
cc_subtitles "0" // wont help hearing impaired players).
centerview
changegamemode // <map> <gamemode> - Start a map with named gamemode instead of the default
changelevel // Change server to the specified map
changelevel2 // Transition to the specified map in single player
ch_createairboat // Spawn airboat in front of the player.
ch_createjalopy // Spawn jalopy in front of the player.
ch_createjeep // Spawn jeep in front of the player.
clear // Clear all console output.
clear_debug_overlays // clears debug overlays
clientport "27005" // Host game client port
closecaption "0" // Enable close captioning.
cl_allowdownload "1" // Client downloads customization files
cl_allowupload "1" // Client uploads customization files
cl_anglespeedkey "0"
cl_animationinfo // Hud element to examine.
cl_autowepswitch "1" // Automatically switch to picked up weapons (if more powerful)
cl_backspeed "450"
cl_bob "0"
cl_bobcycle "0"
cl_bobup "0"
cl_burninggibs "0" // A burning player that gibs has burning gibs.
cl_chatfilters "63" // Stores the chat filter settings
cl_class "0" // Default class when joining a game
cl_clearhinthistory // Clear memory of client side hints displayed to the player.
cl_clockdrift_max_ms "150" // Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the servers.
cl_clockdrift_max_ms_threadmode "0" // Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the servers.
cl_clock_correction "1" // Enable/disable clock correction on the client.
cl_clock_correction_adjustment_max_amount "200" // Sets the maximum number of milliseconds per second it is allowed to correct the client clock. It will only correct this amount
cl_clock_correction_adjustment_max_offset "90" // it moves towards apply
cl_clock_correction_adjustment_min_offset "10" // then no clock correction is applied.
cl_clock_correction_force_server_tick "999" // Force clock correction to match the server tick + this offset (-999 disables it).
cl_clock_showdebuginfo "0" // Show debugging info about the clock drift.
cl_cmdrate "30" // Max number of command packets sent to server per second
cl_customsounds "0" // Enable customized player sound playback
cl_debugrumble "0" // Turn on rumble debugging spew
cl_debug_player_perf "0"
cl_defaultweapon "0" // Default Spawn Weapon
cl_demoviewoverride "0" // Override view during demo playback
cl_detaildist "1200" // Distance at which detail props are no longer visible
cl_detailfade "400" // Distance across which detail props fade i

RE: GMOD Console Commands Guide

Hexone
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18-01-2021, 01:37 AM
#2
Wow can't be so much perfect ! Here all the command list, perfect for my server administration thanks you !

RE: GMOD Console Commands Guide

mrcadres
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18-01-2021, 08:18 PM
#3
Make for SAM admin mode, i know this, but write it Tongue

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