CS2 Console Commands List

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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
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Commands List

joy_axisv_relative <0 / 1>

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.

Examples, Generator & More
joy_axisz_deadzone <Deadzone value>

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.

Examples, Generator & More
joy_axisz_relative <0 / 1>

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.

Examples, Generator & More
joy_sidesensitivity <Sensitivity>

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.

Examples, Generator & More
kickid_hltv <User ID or Unique ID> <Reason>

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.

Examples, Generator & More
log_verbosity <Channel Name> <Verbosity Level>

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.

Examples, Generator & More
mat_max_lighting_complexity <Maximum Lighting Complexity>

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.

Examples, Generator & More
mat_overdraw <0 / 1>

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.

Examples, Generator & More
mat_overdraw_color <Red> <Green> <Blue>

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.

Examples, Generator & More
mat_shading_complexity <0 / 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.

Examples, Generator & More
mat_shading_complexity_color <Red> <Green> <Blue>

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.

Examples, Generator & More
mat_shadowmap_luxels <0 / 1>

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.

Examples, Generator & More
mat_show_distance_field <0 / 1 / 2>

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.

Examples, Generator & More
mesh_calculate_curvature_smooth_invert <0 / 1>

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.

Examples, Generator & More
mesh_calculate_curvature_smooth_pass_count <Smoothing passes>

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.

Examples, Generator & More
mesh_calculate_curvature_smooth_weight <Smooth Weight>

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.

Examples, Generator & More
model_default_preview_sequence_name <Sequence Name>

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.

Examples, Generator & More
mp_buy_allow_guns <1 / 2 / 4 / 8 / 16 / 32 / 255>

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).

Examples, Generator & More
mp_hostages_spawn_force_positions_xyz <X1,Y1,Z1,X2,Y2,Z2,...>

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.

Examples, Generator & More
mp_promoted_item_enabled <0 / 1>

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.

Examples, Generator & More