Список всех знакомых и не знакомых команд, некоторые из них есть в билдах:
_preset High ai_animation_stats off ai_dbg_alife on ai_dbg_anim off ai_dbg_brain off ai_dbg_cover on ai_dbg_destroy on ai_dbg_dialogs on ai_dbg_frustum off ai_dbg_funcs off ai_dbg_goap off ai_dbg_goap_object off ai_dbg_goap_script off ai_dbg_inactive_time 0 ai_dbg_infoportion off ai_dbg_lua on ai_dbg_monster off ai_dbg_motion off ai_dbg_serialize off ai_dbg_stalker on ai_dbg_vision off ai_debug on ai_draw_game_graph off ai_draw_game_graph_objects off ai_draw_game_graph_real_pos on ai_draw_game_graph_stalkers off ai_draw_visibility_rays off ai_ignore_actor off ai_nil_object_access off ai_obstacles_avoiding on ai_obstacles_avoiding_static off ai_smart_cover_animation_speed_factor 1. ai_smart_factor 1. ai_stats off ai_use_smart_covers on ai_use_smart_covers_animation_slots off ai_use_torch_dynamic_lights on air_resistance_epsilon 0.1 bemsg 1 unbindall bind accel kLSHIFT bind active_jobs kP bind artefact k7 bind back kS bind buy_menu kB bind cam_zoom_in kADD bind cam_zoom_out kSUBTRACT bind chat kCOMMA bind chat_team kPERIOD bind console kGRAVE bind crouch kLCONTROL bind down kDOWN bind drop kG bind forward kW bind inventory kI bind jump kSPACE bind left kLEFT bind llookout kQ bind lstrafe kA bind pause kPAUSE bind quick_use_1 kF1 bind quick_use_2 kF2 bind quick_use_3 kF3 bind quick_use_4 kF4 bind quit kESCAPE bind right kRIGHT bind rlookout kE bind rstrafe kD bind scores kTAB bind screenshot kF12 bind skin_menu kO bind speech_menu_0 kC bind speech_menu_1 kZ bind sprint_toggle kX bind quick_save kF5 bind quick_load kF9 bind team_menu kU bind torch kL bind show_detector kO bind up kUP bind use kF bind vote kF6 bind vote_begin kF5 bind vote_no kF8 bind vote_yes kF7 bind wpn_1 k1 bind wpn_2 k2 bind wpn_3 k3 bind wpn_4 k4 bind wpn_5 k5 bind wpn_6 k6 bind wpn_fire mouse1 bind wpn_firemode_next k0 bind wpn_firemode_prev k9 bind wpn_func kV bind wpn_next kY bind wpn_reload kR bind wpn_zoom mouse2 bind night_vision kN slot_0 medkit slot_1 bandage slot_2 antirad slot_3 conserva cam_inert 0. cam_slide_inert 0.25 cl_cod_pickup_mode 1 cl_dynamiccrosshair on cl_mpdemosave 0 con_sensitive 0.15 dbg_bones_snd_player 0 dbg_destroy off dbg_draw_actor_alive off dbg_draw_actor_dead off dbg_draw_actor_phys off dbg_draw_animation_movement_controller 0 dbg_draw_autopickupbox off dbg_draw_bullet_hit 0 dbg_draw_camera_collision 0 dbg_draw_car_plots_all_trans off dbg_draw_character_binds 0 dbg_draw_character_bones 0 dbg_draw_character_physics 0 dbg_draw_character_physics_pones 0 dbg_draw_climbable off dbg_draw_customdetector off dbg_draw_customzone off dbg_draw_fb_crosshair 0 dbg_draw_invitem off dbg_draw_ph_car_dynamics off dbg_draw_ph_car_plots off dbg_draw_ph_cashed_tries_stats off dbg_draw_ph_contacts off dbg_draw_ph_death_boxes off dbg_draw_ph_enabled_aabbs off dbg_draw_ph_explosion_position off dbg_draw_ph_explosions off dbg_draw_ph_hit_anims off dbg_draw_ph_hit_app_pos off dbg_draw_ph_ik_blending off dbg_draw_ph_ik_collision off dbg_draw_ph_ik_goal off dbg_draw_ph_ik_limits off dbg_draw_ph_ik_predict off dbg_draw_ph_ik_shift_object off dbg_draw_ph_intersected_tries off dbg_draw_ph_mass_centres off dbg_draw_ph_negative_tries off dbg_draw_ph_positive_tries off dbg_draw_ph_ray_motions off dbg_draw_ph_saved_tries off dbg_draw_ph_statistics off dbg_draw_ph_tri_point off dbg_draw_ph_tri_test_aabb off dbg_draw_ph_tri_trace off dbg_draw_ph_tries_changes_sign off dbg_draw_ph_zbuffer_disable off dbg_draw_ragdoll_spawn 0 dbg_draw_rp off dbg_draw_skeleton off dbg_draw_teamzone off dbg_dump_physics_step 0 dbg_imotion_collide_debug 0 dbg_imotion_draw_skeleton 0 dbg_imotion_draw_velocity 0 dbg_imotion_draw_velocity_scale 0.01 dbg_ph_actor_restriction off dbg_ph_ai_always_phmove off dbg_ph_ai_never_phmove off dbg_ph_character_control off dbg_ph_ik off dbg_ph_ik_limits off dbg_ph_ik_off off dbg_ph_ladder off dbg_ph_obj_collision_damage off dbg_ph_vel_collid_damage_to_display 7. dbg_show_ani_info 1 dbg_text_height_scale 1. dbg_track_obj none dbg_track_obj_blends_ammount on dbg_track_obj_blends_bp_0 on dbg_track_obj_blends_bp_1 on dbg_track_obj_blends_bp_2 on dbg_track_obj_blends_bp_3 on dbg_track_obj_blends_dump off dbg_track_obj_blends_flags on dbg_track_obj_blends_mix_params on dbg_track_obj_blends_motion_name on dbg_track_obj_blends_state on dbg_track_obj_blends_time on death_anim_debug 0 death_anim_velocity 1 debug_character_material_load 0 debug_destroy 1 debug_step_info 0 debug_step_info_load 0 draw_downloads 0 error_line_count 15 fov 55. g_important_save on g_autopickup on g_backrun on g_corpsenum 10 g_crouch_toggle off g_dynamic_music off g_eventdelay 0 g_game_difficulty gd_stalker g_god off g_no_clip off g_sleep_time 1 g_unlimitedammo off hit_anims_block_blend 0.5 hit_anims_channel_factor 3. hit_anims_power 2. hit_anims_reduce_blend 0.8 hit_anims_reduce_blend_factor 0.5 hit_anims_rotational_power 3. hit_anims_side_sensitivity_threshold 0.2 hit_anims_tune 0 hud_crosshair on hud_crosshair_dist off hud_draw on hud_fov 0.45 hud_info on hud_weapon on inv_upgrades_log 0 lua_gcstep 10 mm_mm_net_srv_dedicated off mm_net_con_publicserver off mm_net_con_spectator 20 mm_net_con_spectator_on off mm_net_filter_battleye on mm_net_filter_empty on mm_net_filter_full on mm_net_filter_listen on mm_net_filter_pass on mm_net_filter_wo_ff on mm_net_filter_wo_pass on mm_net_srv_gamemode st_deathmatch mm_net_srv_maxplayers 32 mm_net_srv_name Stalker mm_net_srv_reinforcement_type 1 mm_net_use_battleye off mm_net_weather_rateofchange 1. mouse_invert off mouse_sens 0.12 mt_ai_vision off mt_alife on mt_bullets on mt_detail_path on mt_level_path on mt_level_sounds on mt_map on mt_network on mt_object_handler on mt_particles off mt_physics on mt_script_gc on mt_sound on mt_sound_player on net_cl_icurvesize 0 net_cl_icurvetype 0 net_cl_interpolation 0. net_cl_log_data off net_cl_pending_lim 2 net_cl_update_rate 30 net_compressor_enabled 0 net_compressor_gather_stats 0 net_dbg_dump_export_obj 0 net_dbg_dump_import_obj 0 net_dbg_dump_update_read 0 net_dbg_dump_update_write 0 net_dedicated_sleep 5 net_dump_size off net_sv_gpmode 0 net_sv_log_data off net_sv_pending_lim 3 net_sv_update_rate 30 ph_break_common_factor 0.01 ph_frequency 100.00000 ph_gravity 19.62 ph_iterations 18 ph_rigid_break_weapon_factor 1. ph_timefactor 1. ph_tri_clear_disable_count 10 ph_tri_query_ex_aabb_rate 1.3 psp_cam_offset (0.000000, 0.000000, 0.000000) r1_dlights on r1_dlights_clip 40. r1_fog_luminance 1.1 r1_glows_per_frame 16 r1_lmodel_lerp 0.1 r1_no_detail_textures off r1_pps_u 0. r1_pps_v 0. r1_ssa_lod_a 64. r1_ssa_lod_b 48. r1_tf_mipbias 0. r2_aa off r2_aa_break (0.800000, 0.100000, 0.000000) r2_aa_kernel 0.5 r2_aa_weight (0.250000, 0.250000, 0.000000) r2_allow_r1_lights off r2_detail_bump on r2_dhemi_count 5 r2_dhemi_light_flow 0. r2_dhemi_light_scale 0.3 r2_dhemi_sky_scale 0.08 r2_dhemi_smooth 0. r2_dof -1.250000,1.400000,600.000000 r2_dof_enable on r2_dof_kernel 5. r2_dof_sky 30. r2_exp_donttest_shad off r2_gi off r2_gi_clip 0.001 r2_gi_depth 1 r2_gi_photons 16 r2_gi_refl 0.9 r2_gloss_factor 4. r2_hbao off r2_ls_bloom_fast off r2_ls_bloom_kernel_b 0.7 r2_ls_bloom_kernel_g 3. r2_ls_bloom_kernel_scale 0.7 r2_ls_bloom_speed 100. r2_ls_bloom_threshold 0.00001 r2_ls_depth_bias -0.0003 r2_ls_depth_scale 1.00001 r2_ls_dsm_kernel 0.7 r2_ls_psm_kernel 0.7 r2_ls_squality 1. r2_ls_ssm_kernel 0.7 r2_mblur 0. r2_mt on r2_parallax_h 0.02 r2_slight_fade 0.5 r2_soft_particles on r2_soft_water on r2_ssa_lod_a 64. r2_ssa_lod_b 48. r2_ssao st_opt_high r2_ssao_blur off r2_steep_parallax on r2_sun on r2_sun_depth_far_bias -0.00002 r2_sun_depth_far_scale 1. r2_sun_depth_near_bias 0.00001 r2_sun_depth_near_scale 1. r2_sun_details off r2_sun_far 180. r2_sun_focus on r2_sun_lumscale 1. r2_sun_lumscale_amb 1. r2_sun_lumscale_hemi 1. r2_sun_near 20. r2_sun_near_border 0.75 r2_sun_quality st_opt_medium r2_sun_shafts st_opt_medium r2_sun_tsm on r2_sun_tsm_bias -0.01 r2_sun_tsm_proj 0.3 r2_tf_mipbias 0. r2_tonemap on r2_tonemap_adaptation 1. r2_tonemap_amount 0.7 r2_tonemap_lowlum 0.0001 r2_tonemap_middlegray 1. r2_use_nvdbt off r2_volumetric_lights on r2_wait_sleep 0 r2_zfill off r2_zfill_depth 0.5 r2em 2.2 r3_dynamic_wet_surfaces on r3_dynamic_wet_surfaces_far 30. r3_dynamic_wet_surfaces_near 10. r3_dynamic_wet_surfaces_sm_res 256 r3_gbuffer_opt on r3_minmax_sm autodetect r3_msaa st_opt_off r3_msaa_alphatest st_opt_off r3_use_dx10_1 off r3_volumetric_smoke on r4_enable_tessellation on r__d_tree_w_amp 0.005 r__d_tree_w_rot 10. r__d_tree_w_speed 1. r__d_tree_wave (0.100000, 0.010000, 0.110000) r__detail_density 0.3 r__detail_l_ambient 0.9 r__detail_l_aniso 0.25 r__dtex_range 50. r__geometry_lod 0.75 r__lsleep_frames 10 r__ssa_glod_end 64. r__ssa_glod_start 256. r__supersample 1 r__tf_aniso 8 r__wallmark_shift_pp 0.0001 r__wallmark_shift_v 0.0001 r__wallmark_ttl 50. renderer renderer_r2.5 rs_c_brightness 1. rs_c_contrast 1. rs_c_gamma 1. rs_cam_pos off rs_clear_bb off rs_constant_fps off rs_detail on rs_fullscreen off rs_occ_draw off rs_occ_stats off rs_occlusion on rs_refresh_60hz on rs_render_dynamics on rs_render_statics on rs_skeleton_update 32 rs_stats off rs_v_sync off rs_vis_distance 1. rs_wireframe off show_wnd_rect_all 0 snd_acceleration on snd_cache_size 32 snd_device Generic Software snd_efx on snd_stats off snd_stats_ai_dist off snd_stats_info_name off snd_stats_info_object off snd_stats_max_dist off snd_stats_min_dist off snd_targets 32 snd_volume_eff 1. snd_volume_music 1. stalker_death_anim none