CS2 Console Commands List

  • Page 34

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

debugoverlay_toggle

Toggles visibility of the debug overlay system. This command is useful for developers or content creators who need to access in-depth debugging information about various aspects of the game such as rendering info, physics interactions, and more. It requires 'sv_cheats' to be enabled.

Examples, Generator & More
disable_dynamic_prop_loading <0 / 1>

Prevents the loading of dynamic props in the game when a map is loaded, if set to a non-zero value.

Name Description
0 / 1

Disables or enables the loading of dynamic props on map load.

Examples, Generator & More
dump_entity_report

This command generates a report listing all client-side entities currently in the scene, useful for debugging purposes.

Examples, Generator & More
engine_show_frame_pacing <0 / 1>

Toggles the display of frame pacing information. When enabled, it shows details on how evenly frames are paced over time, which is useful for diagnosing stuttering or irregular frame delivery.

Name Description
0 / 1

Toggle the display of frame pacing information.

Examples, Generator & More
ent_actornames

This command displays the entity names for all entities that have the 'ShouldDisplayInActorNames' set to true in the code, making it useful for developers and players looking to understand more about the game's entities.

Examples, Generator & More
ent_actornames_font <Font Name>

Specifies the font name used for displaying actor names in entities.

Name Description
Font Name

The font used for displaying actor names.

Examples, Generator & More
ent_actornames_fontsize <Font size>

Changes the font size of the names displayed over entities when actor names are enabled.

Name Description
Font size

The desired font size for entity actor names.

Examples, Generator & More
ent_kill <Entity ID>

This command is used to instantly kill specific entities in the game. It can target player entities, bots, or other entities within the game environment.

Name Description
Entity ID

Specifies the ID of the entity to kill. Can target specific player entities, all enemies, all allies, etc.

Examples, Generator & More
ff_damage_decoy_explosion <0 / 1>

This command enables or disables the ability for decoy grenades to inflict damage on teammates when they detonate.

Name Description
0 / 1

Determines whether decoys can damage teammates upon explosion.

Examples, Generator & More
getpos

This command would print your current location to the console (both position and camera angle) as setpos and setang commands. Using these commands will return you to the position you are at when you typed the getpos command.

Examples, Generator & More
getpos_exact

This command would print to the console your origin and camera angle to the console.

Examples, Generator & More
ik_enable <0 / 1>

This command enables or disables Inverse Kinematics (IK) on player models, affecting how animations, particularly limb movements, are calculated and displayed.

Name Description
0 / 1

Enable or disable Inverse Kinematics.

Examples, Generator & More
inferno_initial_spawn_interval <Time>

This command sets how long it takes for a molotov or incendiary grenade to bloom out and reach its maximum spread. If you set this value higher than the time the molotov is active, it will never reach its full size and stay contained to just a small section of where you threw it.

Name Description
Time

The time it takes for the molotov/incendiary grenade to spread to its entire reach. The default value for this command is 0.02 (seconds).

Examples, Generator & More
inferno_max_child_spawn_interval <Time>

Use this command to set the longest period of time that can pass before a molotov or incendiary grenade's child flames spawn.

Name Description
Time

The max time it will take for a grenade's child flames to spawn in second. The higher you set this, the longer it takes. Default value for this command is 0.5.

Examples, Generator & More
input_forceuser <Player Index>

This command forces the user input to a specified split screen player, useful for debugging or controlling multiple characters.

Name Description
Player Index

The index of the split screen player to force input to.

Examples, Generator & More
joy_axisr_deadzone <Deadzone Value>

Adjusts the deadzone for the right joystick axis on a controller, which is the area in which small movements are ignored.

Name Description
Deadzone Value

The size of the deadzone for the right joystick axis. A larger value means the joystick is less sensitive to small movements.

Examples, Generator & More
joy_axisr_relative <0 / 1>

This command sets the joystick's right axis movement to be interpreted as relative input values rather than absolute ones. Typically used to adjust how joystick inputs are processed, making it useful for fine-tuning controller settings.

Name Description
0 / 1

Determines whether the joystick's right axis should interpret movement as relative (1) or absolute (0) values.

Examples, Generator & More
joy_axisu_deadzone <Deadzone Value>

Adjusts the deadzone for a specific joystick axis, preventing minimal input movement from being registered to enhance controller precision.

Name Description
Deadzone Value

The deadzone value for the joystick's U axis.

Examples, Generator & More
joy_axisu_relative <0 / 1>

This command configures joystick handling, determining if the U-axis should be treated as relative input.

Name Description
0 / 1

Determines if the U-axis is relative.

Examples, Generator & More
joy_axisv_deadzone <Deadzone Value>

Sets the deadzone for vertical axis on a joystick, reducing small, unintentional movements.

Name Description
Deadzone Value

The threshold value to ignore minor joystick movements.

Examples, Generator & More