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!
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Commands List
Command | Description | More | Syntax |
---|---|---|---|
mp_shield_speed_deployed | Defines the maximum movement speed a player can have when a shield is deployed in-game. |
Examples, Generator & More | mp_shield_speed_deployed
<Speed>
|
mp_shield_speed_holstered | Sets the maximum speed a player can have when they have a shield holstered. |
Examples, Generator & More | mp_shield_speed_holstered
<Max Speed>
|
mp_warmuptime_match_cancelled | Specifies the warmup duration in seconds to use when a match is about to be cancelled, for example, due to a player receiving a live VAC ban. |
Examples, Generator & More | mp_warmuptime_match_cancelled
<Warmup Time (seconds)>
|
nav_bfs_debug | Enables or disables the Breadth-First Search (BFS) debug mode in navigation mesh operations. |
Examples, Generator & More | nav_bfs_debug
<0 / 1>
|
nav_delete_all_hull | Deletes all navigation areas that fit a specific hull size category. This command is mainly used for debugging and developing navigation (nav) meshes for bots in maps. |
Examples, Generator & More | nav_delete_all_hull
<Hull category>
|
nav_draw_area_ids | When enabled, this command draws the IDs of navigation areas on top of each one in the game, useful for debugging navigation meshes. |
Examples, Generator & More | nav_draw_area_ids
<0 / 1>
|
nav_draw_area_inset_margin | This command adjusts the inset margin for drawing navigation areas, aiding in navigation mesh editing and visualization. |
Examples, Generator & More | nav_draw_area_inset_margin
<Inset Margin>
|
nav_draw_externally_created | Toggles the display of externally created navigation meshes in the game. This is primarily used for debugging purposes. |
Examples, Generator & More | nav_draw_externally_created
<0 / 1>
|
nav_draw_space_cells | This command toggles the visual drawing of space cells on the navigation mesh used for AI pathfinding. When enabled, it shows the grid cells that define navigable spaces. |
Examples, Generator & More | nav_draw_space_cells
<0 / 1>
|
nav_draw_space_fly | Toggles the display of pathfinders and connectors in Navigation Mesh (nav mesh) while in free spectate mode, mostly used for debugging purposes. |
Examples, Generator & More | nav_draw_space_fly
<0 / 1>
|
nav_draw_space_swim | This command, when enabled, shows navigation areas that the AI can 'swim' through in the game, typically used for debugging pathfinding in areas like water. |
Examples, Generator & More | nav_draw_space_swim
<0 / 1>
|
nav_edit_validate | This command is used to validate the structures within the game's navigation mesh, ensuring they are set up correctly and without errors. Essential for map developers or those tinkering with custom navigation meshes. |
Examples, Generator & More | nav_edit_validate
<0 / 1>
|
nav_gen_island_removal | This command, when enabled, removes isolated 'islands' of navigation meshes in the map. These islands are small, unconnected parts of the navigation mesh that are not reachable by other areas. |
Examples, Generator & More | nav_gen_island_removal
<0 / 1>
|
nav_gen_island_removal_all_hulls | This command, when enabled, removes navigation mesh islands for all hull sizes during the map analysis phase. It is primarily used in the level design and testing phase to optimize AI pathfinding. |
Examples, Generator & More | nav_gen_island_removal_all_hulls
<0 / 1>
|
nav_gen_match_ground | This command generates or updates ground details in the navigation mesh used for bots and other AI decision-making processes. |
Examples, Generator & More | nav_gen_match_ground
<0 / 1>
|
nav_obstacle_genrt | This command is used to toggle the generation of navigation obstacles in the game world. It's primarily a development and debugging tool used for testing and optimizing pathfinding and navigation. |
Examples, Generator & More | nav_obstacle_genrt
<0 / 1>
|
nav_obstacle_validate | Toggles the validation for navigation obstacles, ensuring that they are properly placed and configured within the game's map. Typically used for development and debugging. |
Examples, Generator & More | nav_obstacle_validate
<0 / 1>
|
nav_obstruction_draw_change | Toggles the visualization of navigation obstructions, which are areas in the map that can obstruct paths, for debugging purposes. |
Examples, Generator & More | nav_obstruction_draw_change
<0 / 1>
|
nav_show_area_connections | This command toggles the display of connections between nav areas on and off when in the nav mesh editing mode. It is used for debugging and map development purposes, particularly for understanding how different areas of the map are interconnected. |
Examples, Generator & More | nav_show_area_connections
<0 / 1>
|
nav_smooth_enable | Enables or disables the smoothing of navigation meshes, used primarily for debugging and development purposes in map creation. |
Examples, Generator & More | nav_smooth_enable
<0 / 1>
|