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

Command Description More
nav_gen_agent_radius_buffer

Defines a buffer to add to the agent radius before passing it to the navigation generator, usually to ensure there's enough space around agents.

Examples, Generator & More
nav_gen_agent_radius_buffer <Buffer size>
nav_gen_clip_polys_to_clearance

Determines if navigation polygons should be clipped to the clearance during the generation process, often used during map analysis for optimizing navigation meshes.

Examples, Generator & More
nav_gen_clip_polys_to_clearance <0 / 1>
nav_gen_connect_allow_multiple

This command controls whether multiple connections between navigation areas are allowed during navigation mesh generation.

Examples, Generator & More
nav_gen_connect_allow_multiple <0 / 1>
nav_gen_connect_angle

Controls the maximum angle difference for generating navigation connections. This command is used in map development to adjust the navigation mesh linking.

Examples, Generator & More
nav_gen_connect_angle <Angle Difference>
nav_gen_connect_angle_ignore_z

This command is used in the context of generating navigation mesh connections, specifically telling the system whether to ignore the Z-axis (vertical axis) when calculating angles for connections.

Examples, Generator & More
nav_gen_connect_angle_ignore_z <0 / 1>
nav_gen_connect_dist_a

This command sets the distance threshold for generating connections between navigation areas on Map A.

Examples, Generator & More
nav_gen_connect_dist_a <Distance Threshold>
nav_gen_connect_dist_b

This command adjusts the distance within which the navigation mesh areas are automatically connected as bidirectional links during the navigation mesh generation process.

Examples, Generator & More
nav_gen_connect_dist_b <Distance>
nav_gen_connect_dist_z_mult

This command adjusts the multiplier for vertical distance used when generating navigation mesh connections, influencing how far apart navigation areas can be vertically and still be connected.

Examples, Generator & More
nav_gen_connect_dist_z_mult <Multiplier>
nav_gen_connect_overlap

This command adjusts the overlap tolerance when generating navigation mesh connections in Counter-Strike 2. It defines how much connectable ledges can overlap each other to still be considered for automatic linking.

Examples, Generator & More
nav_gen_connect_overlap <Overlap Tolerance>
nav_gen_degen_limit

Controls the limit for de-generation in navigational mesh creation, affecting the precision of the generated nav mesh.

Examples, Generator & More
nav_gen_degen_limit <Degen limit>
nav_gen_join_nonzup

This command is used to control whether the navigation mesh generator should attempt to join areas that are not perfectly aligned vertically.

Examples, Generator & More
nav_gen_join_nonzup <0 / 1>
nav_gen_jump_connection_min_overlap_ratio

Sets the minimum edge overlap required for jump connection consideration in navigation mesh generation, expressed as a percentage of the agent's radius. This command is used to fine-tune navigation mesh generation.

Examples, Generator & More
nav_gen_jump_connection_min_overlap_ratio <overlap ratio>
nav_gen_markup_split_expand

This command is used to configure settings related to navigation mesh generation, particularly how the markup split expand value is handled during the process.

Examples, Generator & More
nav_gen_markup_split_expand <Markup Split Expand Value>
nav_gen_markup_split_tol_base

This command adjusts the base tolerance level for markup split generation in navigation mesh creation, specifically affecting how areas are subdivided. It is primarily used for debugging or optimizing navigation meshes for bots.

Examples, Generator & More
nav_gen_markup_split_tol_base <Tolerance Level>
nav_gen_markup_split_tol_nonav

This command adjusts the split tolerance for areas without navigation meshes when generating navigation data in the map.

Examples, Generator & More
nav_gen_markup_split_tol_nonav <0 / 1>
nav_gen_markup_split_tol_nonentity

This command sets the tolerance level for non-entity areas when generating navigation markup for maps in development or for map analysis.

Examples, Generator & More
nav_gen_markup_split_tol_nonentity <Tolerance Units>
nav_gen_max_bottleneck_width

Specifies the maximum width for a bottleneck in the navigation mesh used by bots. This command is marked as a cheat and controls bot movement pathways.

Examples, Generator & More
nav_gen_max_bottleneck_width <Bottleneck Width>
nav_gen_max_bottleneck_width_do_clip

Specifies if the navigation generator should clip bottlenecks wider than the maximum defined width during navigation mesh generation. This is a cheat command.

Examples, Generator & More
nav_gen_max_bottleneck_width_do_clip <0 / 1>
nav_gen_max_edge_len

This command sets the maximum length that any automatically generated navigation mesh edge can have in-game. It is used primarily in the process of generating nav meshes for maps.

Examples, Generator & More
nav_gen_max_edge_len <Edge Length>
nav_gen_max_edge_len_do_clip

This command dictates whether to clip nav mesh edges during the navigation mesh's generation process based on maximum edge length.

Examples, Generator & More
nav_gen_max_edge_len_do_clip <0 / 1>