CS2 Console Commands List

  • Page 47

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

mp_consecutive_loss_max <Rounds Lost>

This command is used to set how many rounds in a row it takes for teams to start earning the max loss bonus.

Name Description
Rounds Lost

The number of rounds lost in a row it takes before max lose bonus kicks in. The default value for this command is 4.

Examples, Generator & More
mp_coop_force_join_ct <0 / 1>

When this command is turned on, whenever a real player joins the server (not a NPC), they will auto join the CT side.

Name Description
0 / 1

Enter a 1 after this command to enable it and force new players to join the CT side, and enter a 0 after this command to disable it (default).

Examples, Generator & More
mp_coopmission_bot_difficulty_offset <Offset>

This command sets the difficulty offset modifier for bots during co-op missions only.

Name Description
Offset

How much you want to offset the difficulty of bots. The default value for this command is 0 (off).

Examples, Generator & More
mp_death_drop_taser <0 / 1>

This console command is used to decide whether or not the taser (zeus) is dropped when a player dies.

Name Description
0 / 1

Enter a 1 after the command to turn on the command and allow tasers (zeus') to be dropped on death (default). Enter a 0 after the command to turn it off and not let tasers drop on death.

Examples, Generator & More
mp_fists_replace_melee <0 / 1>

This command determines if players will default to using fists when their melee weapon is dropped, and conversely, lose the ability to use fists when a melee weapon is picked up.

Name Description
0 / 1

Determines whether fists replace the melee weapon when dropped.

Examples, Generator & More
mp_guardian_ai_bt_difficulty_adjust_wave_interval <Interval>

Adjusts the difficulty of guardian bots every nth wave specifically when utilizing behavior trees.

Name Description
Interval

The interval of waves after which bot difficulty is adjusted.

Examples, Generator & More
mp_guardian_ai_bt_difficulty_cap_beginning_round <Round Number>

Applies a difficulty cap to the bots starting from the specified round in Guardian game mode. This cap influences how challenging the AI bots will be.

Name Description
Round Number

The round from which the difficulty cap will start applying.

Examples, Generator & More
mp_guardian_ai_bt_difficulty_initial_value <Difficulty level>

Sets the starting difficulty level for Guardian mode bots.

Name Description
Difficulty level

The initial difficulty level for bots in Guardian mode.

Examples, Generator & More
mp_guardian_ai_bt_difficulty_max_next_level_bots <Number of Bots>

Controls the number of bots whose difficulty level increases per wave in Guardian mode, making them harder to defeat.

Name Description
Number of Bots

The number of bots to increase difficulty per wave.

Examples, Generator & More
mp_guardian_bomb_plant_custom_x_mark_location <X Coordinate> <Y Coordinate> <Z Coordinate>

Specifies the x, y, z coordinates to display an X marker for the bomb plant area in Guardian missions with custom bomb plant boundaries.

Name Description
X Coordinate

The X coordinate for the custom bomb plant X mark location.

Y Coordinate

The Y coordinate for the custom bomb plant X mark location.

Z Coordinate

The Z coordinate for the custom bomb plant X mark location.

Examples, Generator & More
mp_guardian_force_collect_hostages_timeout <Time in seconds>

This command sets the amount of time (in seconds) after which bots are forced to collect hostages if they haven't seen any enemy.

Name Description
Time in seconds

The amount of time in seconds after which bots will be forced to collect hostages if no enemy has been seen.

Examples, Generator & More
mp_guardian_give_random_grenades_to_bots <0 / 1>

This command determines whether guardian bots receive grenades at the start of each wave in the Guardian game mode.

Name Description
0 / 1

Determines if guardian bots receive grenades at the start of each wave.

Examples, Generator & More
mp_guardian_loc_string_hud <Localization String Token>

Specifies the localization string token to use on the HUD for a Guardian mission; it defaults to indicating kills with a specific weapon.

Name Description
Localization String Token

The localization string token to be used on the HUD.

Examples, Generator & More
nav_curve_alt <0 / 1>

Controls whether the navigation mesh generator uses alternative curves for generating paths. This option may influence the patterns that AI characters follow when moving.

Name Description
0 / 1

A boolean value to enable or disable the use of alternative curves in navigation mesh generation.

Examples, Generator & More
nav_curve_iter <Iteration Value>

This command adjusts the iteration of curve calculations for navigation paths.

Name Description
Iteration Value

The numerical value to set the curve iteration for navigation paths.

Examples, Generator & More
nav_curve_lock <-1,0,1>

This command is used to lock the navigation mesh editing to curves.

Name Description
-1,0,1

Specifies the locking state for nav mesh curve editing. -1 leaves it unchanged, 0 unlocks, and 1 locks.

Examples, Generator & More
nav_curve_max_step <Maximum Step Height>

Sets the maximum height that the AI can step up when navigating curves.

Name Description
Maximum Step Height

The maximum height that the AI can step up.

Examples, Generator & More
nav_curve_set <0 / 1>

This command adjusts how the navigation mesh curves are set up or estimated in Counter-Strike 2 maps. It typically affects pathfinding and AI movement.

Name Description
0 / 1

Set to 0 to disable curve estimation, and 1 to enable it.

Examples, Generator & More
nav_curve_step <Curve Step>

This command adjusts the precision of the pathfinding curve step in navigation mesh analysis. A lower value increases precision but may affect performance.

Name Description
Curve Step

The precision level of the curve step in navigation mesh analysis.

Examples, Generator & More
nav_draw_area_should_be_destroyed <0 / 1>

Controls the highlighting of navigation areas slated for destruction in development mode.

Name Description
0 / 1

Determines whether navigation areas marked for destruction are highlighted or not.

Examples, Generator & More