CS2 Console Commands List

  • Page 24

Below is Total CS' searchable list of all CS2 console commands. Each command in our database has detailed documentation, with help and argument explanation (hover over a command to view). Click on a command's name to visit its individual page, on which you can find more information including working examples and its default setting or value.

Type the name of a command into the search box to instantly filter our entire database of commands. Toggle between different views by pressing the "Card View" and "Table View" buttons.

If you are looking for a more specific selection of commands, you may prefer to sort by category.

Updated for CS2: We've updated our list to include over 1,000 console commands that were added in CS2.

We're the only website that has a complete list of all Counter-Strike 2 commands with complete documentation and examples. CS:GO Commands are hidden from this list by default. If you're playing on CS:GO, check the "Show CS:GO Commands" box to show commands that exist in Counter-Strike: Global Offensive.

How to Use CS:GO & CS2 Commands
  1. Enable the developer console:

    Go to Settings > Game Settings and set "Enable Developer Console" to "Yes".

  2. Press ` or ~ on your keyboard.

  3. Enter a command and hit ENTER on your keyboard to run it!

Are you still stuck? More Help
IPS

Commands List

bot_place

This will spawn a bot on your server based on where your player model is standing. You don't need to add anything additional to this command - its plain form will spawn a bot in front of you. You sometimes need to enter this command a few times for it to place a bot.

Examples, Generator & More
buddha

Entering this command toggles buddha mode on and off. Buddha mode means that you still take damage when shot, but you can't die. When you reach 0 hp your health bar will show 1 hp, no matter how much you keep getting shot. It works very similarly to the "god" command to toggle god mode.

Examples, Generator & More
buyrandom

This console command purchases a random primary and secondary weapon. You do need the funds to make the purchase though, meaning this command is mainly used in deathmatch and other servers where you have unlimited money.

Examples, Generator & More
cash_player_killed_enemy_factor <Money Earned/Lost>

This command sets how much money is earned or lost by killing an enemy player with one of the main weapons (default pistols, primary rifles like the AK/M4, etc)

Name Description
Money Earned/Lost

The amount of money a player earns or loses when killing an enemy. Use a minus sign (-) before the number to have that amount of money lost whenever you kill a player.

Examples, Generator & More
cl_allow_animated_avatars <0 / 1>

This command specifies if animated avatars are allowed in the game.

Name Description
0 / 1

Specifies whether animated avatars are allowed.

Examples, Generator & More
cl_clock_recvmargin_enable <0 / 1>

Enables a new client-side clock synchronization strategy that aims to maintain a specific receive margin for improved network performance.

Name Description
0 / 1

Toggle the clock synchronization strategy.

Examples, Generator & More
cl_crosshairusealpha <0 / 1>

Adjusts the transparency of your crosshair.

Name Description
0 / 1

Enter 0 here to reduce crosshair transparency, and set it to 1 to increase its transparency.

Examples, Generator & More
cl_deathcam_audio_mix_phase1_fade_amount <Fade Amount>

This command sets the volume ducking amount during the first phase of the death camera fade out. A higher value results in more significant audio ducking, making environmental sounds quieter as the death cam engages.

Name Description
Fade Amount

The amount of audio ducking to apply during the first phase of the death cam fade-out, with 1 being the maximum.

Examples, Generator & More
cl_deathcam_audio_mix_phase1_fade_time <Fade time>

This command adjusts the duration of the fade-out effect for audio during the first phase of the deathcam.

Name Description
Fade time

The duration in seconds for the audio to fade out during the first phase of the deathcam.

Examples, Generator & More
cl_deathcam_audio_mix_phase2_fade_amount <Fade amount>

Sets the amount of ducking (volume reduction) to do on the death cam fade out. A higher value results in more significant audio fading, with 1 applying the full DeathFadeLayer effect.

Name Description
Fade amount

The amount of audio ducking to apply on the death cam fade out.

Examples, Generator & More
cl_deathcam_audio_mix_phase2_fade_time <Fade time>

Configures the duration of the fade-out effect for audio during the second phase of a death cam.

Name Description
Fade time

The duration (in seconds) over which the audio fade-out effect occurs during the death cam's second phase.

Examples, Generator & More
cl_disable_ragdolls <0 / 1>

This command is used to turn ragdolling off, something that can sometimes cause dead bodies to behave weirdly as it attempts to display the animation in a more detailed way.

Name Description
0 / 1

Use the value1 after the command to disable ragdolling, and 0 to turn the effect back on.

Examples, Generator & More
cl_drawhud <0 / 1>

This command can be used to completely hide all features of your HUD (heads up display) or to enable them to show again.

Name Description
0 / 1

Add a 1 after the command to turn the HUD on, and a 0 to hide all aspects of the HUD.

Examples, Generator & More
cl_ent_hitbox <0 / 1>

This command is used to display the hitboxes for specified entities in the game. It's typically used for debugging purposes, helping players and developers visualize the areas of entities that can register hits.

Name Description
0 / 1

Whether to enable or disable hitbox visualization

Examples, Generator & More
cl_graphics_driver_warning_dont_show_again <0 / 1>

Prevents the display of graphics driver warning messages after the initial display if set to true.

Name Description
0 / 1

Enable or disable the permanent hiding of graphics driver warnings.

Examples, Generator & More
cl_hud_telemetry_frametime_poor <Poor Frame Time Threshold>

Sets the threshold for considering a frame time as 'poor', impacting on-screen HUD telemetry.

Name Description
Poor Frame Time Threshold

The time in milliseconds above which frame time is considered poor.

Examples, Generator & More
cl_hud_telemetry_frametime_show <0 / 1>

Adjusts whether to show the frame time (FPS) on the HUD. Can be set to never show, show only if the FPS is poor, or always show.

Name Description
0 / 1

Controls the display of frame time on the HUD.

Examples, Generator & More
cl_hud_telemetry_net_misdelivery_poor <Packet delivery rate threshold>

Sets the threshold for considering the packet delivery anomaly rate as 'poor'. The range is from 0 to 100.

Name Description
Packet delivery rate threshold

The threshold value above which packet delivery rate is considered poor.

Examples, Generator & More
cl_hud_telemetry_net_misdelivery_show <0 / 1>

This command controls whether to display the packet delivery anomaly (loss or out-of-order) rate on the HUD. It can be set to never show, only show under poor conditions, or always show.

Name Description
0 / 1

Controls the display of packet delivery anomalies on the HUD.

Examples, Generator & More
cl_inventory_radial_immediate_select <0 / 1>

This command controls how weapon selection works in inventory radial menus. If enabled, weapons are selected immediately when highlighted. If disabled, the weapon is only selected upon exiting the menu.

Name Description
0 / 1

Determines whether weapons in the radial menu are selected immediately upon highlight (1) or only upon exiting the menu (0).

Examples, Generator & More