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
Command | Description | More | Syntax |
---|---|---|---|
mp_consecutive_loss_max | This command is used to set how many rounds in a row it takes for teams to start earning the max loss bonus. | Examples, Generator & More | mp_consecutive_loss_max <Rounds Lost> |
mp_coop_force_join_ct | When this command is turned on, whenever a real player joins the server (not a NPC), they will auto join the CT side. | Examples, Generator & More | mp_coop_force_join_ct <0 / 1> |
mp_coopmission_bot_difficulty_offset | This command sets the difficulty offset modifier for bots during co-op missions only. | Examples, Generator & More | mp_coopmission_bot_difficulty_offset <Offset> |
mp_death_drop_taser | This console command is used to decide whether or not the taser (zeus) is dropped when a player dies. | Examples, Generator & More | mp_death_drop_taser <0 / 1> |
mp_fists_replace_melee | 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. | Examples, Generator & More | mp_fists_replace_melee <0 / 1> |
mp_guardian_ai_bt_difficulty_adjust_wave_interval | Adjusts the difficulty of guardian bots every nth wave specifically when utilizing behavior trees. | Examples, Generator & More | mp_guardian_ai_bt_difficulty_adjust_wave_interval <Interval> |
mp_guardian_ai_bt_difficulty_cap_beginning_round | 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. | Examples, Generator & More | mp_guardian_ai_bt_difficulty_cap_beginning_round <Round Number> |
mp_guardian_ai_bt_difficulty_initial_value | Sets the starting difficulty level for Guardian mode bots. | Examples, Generator & More | mp_guardian_ai_bt_difficulty_initial_value <Difficulty level> |
mp_guardian_ai_bt_difficulty_max_next_level_bots | Controls the number of bots whose difficulty level increases per wave in Guardian mode, making them harder to defeat. | Examples, Generator & More | mp_guardian_ai_bt_difficulty_max_next_level_bots <Number of Bots> |
mp_guardian_bomb_plant_custom_x_mark_location | Specifies the x, y, z coordinates to display an X marker for the bomb plant area in Guardian missions with custom bomb plant boundaries. | Examples, Generator & More | mp_guardian_bomb_plant_custom_x_mark_location <X Coordinate><Y Coordinate><Z Coordinate> |
mp_guardian_force_collect_hostages_timeout | This command sets the amount of time (in seconds) after which bots are forced to collect hostages if they haven't seen any enemy. | Examples, Generator & More | mp_guardian_force_collect_hostages_timeout <Time in seconds> |
mp_guardian_give_random_grenades_to_bots | This command determines whether guardian bots receive grenades at the start of each wave in the Guardian game mode. | Examples, Generator & More | mp_guardian_give_random_grenades_to_bots <0 / 1> |
mp_guardian_loc_string_hud | Specifies the localization string token to use on the HUD for a Guardian mission; it defaults to indicating kills with a specific weapon. | Examples, Generator & More | mp_guardian_loc_string_hud <Localization String Token> |
nav_curve_alt | Controls whether the navigation mesh generator uses alternative curves for generating paths. This option may influence the patterns that AI characters follow when moving. | Examples, Generator & More | nav_curve_alt <0 / 1> |
nav_curve_iter | This command adjusts the iteration of curve calculations for navigation paths. | Examples, Generator & More | nav_curve_iter <Iteration Value> |
nav_curve_lock | This command is used to lock the navigation mesh editing to curves. | Examples, Generator & More | nav_curve_lock <-1,0,1> |
nav_curve_max_step | Sets the maximum height that the AI can step up when navigating curves. | Examples, Generator & More | nav_curve_max_step <Maximum Step Height> |
nav_curve_set | 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. | Examples, Generator & More | nav_curve_set <0 / 1> |
nav_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. | Examples, Generator & More | nav_curve_step <Curve Step> |
nav_draw_area_should_be_destroyed | Controls the highlighting of navigation areas slated for destruction in development mode. | Examples, Generator & More | nav_draw_area_should_be_destroyed <0 / 1> |