Enable the developer console:
Go to Settings > Game Settings and set "Enable Developer Console" to "Yes".
Press ` or ~ on your keyboard.
Enter a command and hit ENTER on your keyboard to run it!
Commands List
This command sets whether the vertical axis of a joystick should be read in a relative mode as opposed to an absolute mode for game input.
Name | Description |
---|---|
0 / 1 |
Sets the joystick's vertical axis mode. |
Adjusts the deadzone for the z-axis of a joystick, which is the range in which small movements are ignored, making it easier to keep the joystick in a neutral position without unwanted input.
Name | Description |
---|---|
Deadzone value |
The threshold value where small movements are ignored to prevent unintended joystick movement. |
Defines whether the Z-axis input from a joystick (controller) should be treated as relative movement or absolute position.
Name | Description |
---|---|
0 / 1 |
Determines if the Z-axis input is relative or absolute. |
This is a joystick command that sets what sensitivity your sideways camera movement uses. The higher you set this value, the less you need to move the joystick to look sideways.
Name | Description |
---|---|
Sensitivity |
The sensitivity of sideways movements on your joystick. The default value for this command is 1. |
This command is used to kick a player from the game by their user ID or unique ID, optionally allowing a custom message to be attached to the kick action.
Name | Description |
---|---|
User ID or Unique ID |
The ID of the player to kick. This can be their user ID or unique Steam ID. |
Reason |
The reason for kicking the player. This message will be shown to the kicked player. |
This command adjusts the verbosity level of a logging channel, influencing the amount and type of data logged.
Name | Description |
---|---|
Channel Name |
The name of the logging channel to adjust. |
Verbosity Level |
The verbosity level to set for the channel. |
Sets the maximum lighting complexity allowed in the scene. A higher value allows for more complex lighting scenarios at the cost of performance. Used primarily for debugging and optimization.
Name | Description |
---|---|
Maximum Lighting Complexity |
The maximum complexity of lighting that the scene will render. |
This command is used to visualize overdraw by highlighting areas of the screen that are being excessively rendered, aiding developers and artists in optimizing performance.
Name | Description |
---|---|
0 / 1 |
Enables or disables the overdraw visualization. |
Sets the color for the overdraw visualization in RGB format.
Name | Description |
---|---|
Red |
The red component of the color, between 0 and 1. |
Green |
The green component of the color, between 0 and 1. |
Blue |
The blue component of the color, between 0 and 1. |
This command is used to visualize shading complexity in the game environments, making it easier for developers to optimize graphics performance.
Name | Description |
---|---|
0 / 1 |
Enable or disable the visualization of shading complexity. |
This command sets the color value for shading complexity visualization, using RGB values to define the specific color.
Name | Description |
---|---|
Red |
The red component of the RGB color. |
Green |
The green component of the RGB color. |
Blue |
The blue component of the RGB color. |
This command, when enabled, shows the luxel data from the shadow mapping. Generally used for debugging shadow mapping.
Name | Description |
---|---|
0 / 1 |
Disables or enables the display of shadowmap luxels. |
Controls the visualization of the distance field and trace from camera to determine occlusion. Meant for debugging.
Name | Description |
---|---|
0 / 1 / 2 |
Sets the mode of distance field visualization. |
This command influences the mesh curvature calculation by potentially inverting smoothing operations, used mainly for debugging or visual effect adjustments.
Name | Description |
---|---|
0 / 1 |
Determines whether the smoothing inversion of mesh curvature calculations is enabled or disabled. |
Determines the number of smoothing passes applied when calculating mesh curvature. This affects how smooth the resulting curvature data will be.
Name | Description |
---|---|
Smoothing passes |
The number of passes used for smoothing in the calculation of mesh curvature. |
This command adjusts the smoothness weight for curvature calculation, influencing the rendering of mesh surfaces.
Name | Description |
---|---|
Smooth Weight |
The smooth weight value for curvature calculation, influencing mesh rendering. |
This command sets the default model preview sequence name, affecting how models are displayed in previews.
Name | Description |
---|---|
Sequence Name |
The name of the sequence to set as the default model preview. |
This console command adjusts the rules in your server on what guns players can purchase.
Name | Description |
---|---|
1 / 2 / 4 / 8 / 16 / 32 / 255 |
Enter a 1 after the command to limit players to only buying pistols. Enter a 2 to limit players to only buying SMGs. Enter a 4 to limit players to only buying rifles. Enter a 8 to limit players to only buying shotguns. Enter a 16 to limit players to only buying sniper rifles. Enter a 32 to limit players to only buying heavy machine guns (e.g. the negev.) Enter a 255 to allow players to purchase anything (default). |
Sets specific XYZ coordinates to force the spawn positions of hostages in the game. Useful for creating custom hostage scenarios or for testing.
Name | Description |
---|---|
X1,Y1,Z1,X2,Y2,Z2,... |
Comma separated list of XYZ coordinates for hostage spawn points. |
This command is used to control whether players can purchase the promoted item in the game. When enabled, players will have the option to buy a specific item that is being promoted, typically for a limited time.
Name | Description |
---|---|
0 / 1 |
Enable or disable the purchasing of the promoted item. |