Where is dota 2 console
Do not drag these issues in public. All rules are meant to augment common sense, please use them when not conflicted with aforementioned policies. Posts Latest Activity Photos. Page of 1. Filtered by:. Previous template Next. Tags: console log problem. Go to game properties and then cick launch options, then type the following into the box and click ok -console.
Comment Post Cancel. Originally posted by jonel View Post. Originally posted by Noo View Post. Yes No. Betting Preferences. What links here. Related changes. Upload file. Special pages. Printable version. Permanent link. Page information.
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As you command it. Hidden category: Pages with hard coded colors. Set the amount of time in seconds that will be set as the remaining time when all players are assigned to a team. Dump the debug history to the console.
Tell debugoverlay to not draw any entries that have aged out by the time of rendering. Useful if sim runs more often than rendering.
How much origin velocity before it's considered to have 'teleported' causing interpolation to reset. Announcers won't say idle speech unless at least this many seconds passed since the last time they said something. Force bots to pick one of these heroes before falling back to random selection should be a comma-separated list with no spaces.
Prints the camera position. The delay in seconds before mousewheeling will begin to actually zoom. Only used for players in-game.
Does not apply to spectator zooming. Query unit controls for camera man. Look over unit and ability data to verify that all the expected localization strings are present. The amount of time needed to determine a fight is over no one involved in a fight did anything to anyone else involved in the fight. Limits the amount of projectiles Echo Slam visually draws, meaning any projectile exceeding the given value is invisible.
Number of entities to reserve when we're getting close to the limit. Stops some entities from spawning. Force the game mode to a specific one. After showing game end message, if server hasn't told us it signed out with the GC, then turn on warning text. Max time client waits for server to let it know that it has signed out with GC, in weekend tourney match. Advance tracking projectiles when their spawn is known to have been delayed by lag or packet loss.
How long a player needs to be idle before he counts as disconnected during the end stages of the game. If true, we can ping the map even if we have multiple keys pressed on the keyboard.
Otherwise map pinging will only occur if alt is the only key pressed. Last known match groups version. GC will bump this version to trigger confirmation of any manual user selections.
If enabled, mouse will be locked to the window when in game and spectating in a mode that doesn't give camera control. Control reporting of vprof data to ogs. Number of seconds resuming is restricted to the same team if someone disconnected, after that either team can pause. Time after the signout completes that we can still report and commend players, given the lobby id. Attempt to purchase an item out of the quickbuy. Priority is left to right, skips over items not purchasable due to secret shop.
Attempt to purchase an item out of the sticky slot. Skips over items not purchasable due to secret shop. Displays a ring around the hero at the specified radius. How often the server updates internal game state and checks whether it should update the GC with realtime stats. Scales rate of crossfade between 1st and 3rd idle cycles.
Set to 1 for spectators directly connected to the game server to be able to see tournament drop messages. Automatically spectate available games. Set to a LeagueID to auto spectate games from that league. Hero spawning takes at least this long so that we can move the camera and play the particle effect.
Indicates if you are watching a broadcaster in player view, so that the handling of selection can be treated differently. Meaningless when not in player view spectator mode.
Set 0 to disable altogether. Delay after an entire team has disconnected before timing the game out when someone has abandoned. Delay after an entire team has officially left the game not just disconnected from the server before timing the game out. When enabled, this will handle logging to ogs of item events, otherwise it will omit this logging. The initial time offset before we get the values, this has the effect of not adding a 0 entry and adding an actual early game valid entry.
Minimum send interval: Don't check for lobby vs game state discrepancies if we've sent a message within N seconds.
For network encoding stats, provide a notes field if field change count is above this many standard deviations for the average field change counts for the serializer. Displays the entity's autoaim radius. Orient the specified entity to match the player's angles. By default, only orients target entity's YAW. Use the 'allangles' option to orient on all axis. Print, to the console, an entity's current criteria set used to select responses. Teleport the specified entity to where the player is looking.
Output unserialization of entities on map load. Kills a player applying an explosive force. Find concommands by flags. Kills a player applying force. Windows mouse acceleration 0 to disable, 1 to enable [Windows enable initial threshold], 2 to enable secondary threshold [Windows only]. Displays list of maps. Print loaded materials that have no valid layers due to not supporting any of the modes in gameinfo.
Print loaded textures in ascending size order as they are in memory. Takes an optional substring as an argument. Enables the ability for the mic to remain open if the window loses focus such as when a caster tabs out to adjust settings.
Attempt to open a connection on the passed port or 0 if not specfied. Will close existing connection. How many degrees per second that we can turn our feet or upper body when we're outside the max body yaw. Teams are unbalanced when one team has this many more players than the other team. Defines a corner of a new Area or Ladder. To connect two Areas, mark the first Area, highlight the second Area, then invoke the connect command.
To make a two-way connection, also connect the second area to the first. To disconnect two Areas, mark an Area, highlight a second Area, then invoke the disconnect command.
This will remove all connections between the two Areas. Vertical offset for drawing the mesh useful for flat planes where the mesh is often a fixed offset from the physical ground. Selects the current Area and all Areas connected to it, recursively. To clear a selection, use this command again. Mark the current location as a walkable position.
These positions are used as seed locations when sampling the map to generate a Navigation Mesh. To merge two Areas into one, mark the first Area, highlight the second by pointing your cursor at it, and invoke the merge command. Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing. Set to change selection trace to be an arc instead of a line.
Value 1 should give a reasonable arc.
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