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

nav_gen_agent_radius_buffer <Buffer size>

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.

Name Description
Buffer size

The size of the buffer added to the agent radius for navigation generation.

Examples, Generator & More
nav_gen_clip_polys_to_clearance <0 / 1>

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

Name Description
0 / 1

Enables or disables the clipping of navigation polygons to clearance.

Examples, Generator & More
nav_gen_connect_allow_multiple <0 / 1>

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

Name Description
0 / 1

Whether to allow multiple connections between navigation areas.

Examples, Generator & More
nav_gen_connect_angle <Angle Difference>

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

Name Description
Angle Difference

The maximum angle difference allowed for navigation connections.

Examples, Generator & More
nav_gen_connect_angle_ignore_z <0 / 1>

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.

Name Description
0 / 1

Whether to ignore the Z-axis in angle calculations or not.

Examples, Generator & More
nav_gen_connect_dist_a <Distance Threshold>

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

Name Description
Distance Threshold

Sets the distance threshold for auto-generation of nav connections.

Examples, Generator & More
nav_gen_connect_dist_b <Distance>

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

Name Description
Distance

The maximum distance within which two navigation mesh areas will be automatically connected as bidirectional links.

Examples, Generator & More
nav_gen_connect_dist_z_mult <Multiplier>

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.

Name Description
Multiplier

Sets the multiplier for vertical distance when connecting navigation areas.

Examples, Generator & More
nav_gen_connect_overlap <Overlap Tolerance>

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.

Name Description
Overlap Tolerance

The fractional value representing how much two connectable ledges can overlap each other to still be considered for linking.

Examples, Generator & More
nav_gen_degen_limit <Degen limit>

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

Name Description
Degen limit

Specifies the limit for de-generation in navigation mesh creation.

Examples, Generator & More
nav_gen_join_nonzup <0 / 1>

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

Name Description
0 / 1

Whether to enable or disable the joining of non-perfectly-aligned vertical navigation areas.

Examples, Generator & More
nav_gen_jump_connection_min_overlap_ratio <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.

Name Description
overlap ratio

The percentage of the agent's radius that edges must overlap by to be considered for jump connections.

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

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

Name Description
Markup Split Expand Value

A numeric value that influences how the markup split expand is handled during navigation mesh generation.

Examples, Generator & More
nav_gen_markup_split_tol_base <Tolerance Level>

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.

Name Description
Tolerance Level

A float value representing the base tolerance for markup split generation in the navigation mesh process.

Examples, Generator & More
nav_gen_markup_split_tol_nonav <0 / 1>

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

Name Description
0 / 1

Determines the split tolerance for non-navigable areas: 0 for default tolerance, 1 for custom tolerance.

Examples, Generator & More
nav_gen_markup_split_tol_nonentity <Tolerance Units>

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

Name Description
Tolerance Units

The tolerance level for non-entity areas in units.

Examples, Generator & More
nav_gen_max_bottleneck_width <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.

Name Description
Bottleneck Width

The maximum pixel width considered for a navigation mesh bottleneck.

Examples, Generator & More
nav_gen_max_bottleneck_width_do_clip <0 / 1>

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

Name Description
0 / 1

Determines whether the nav generator should clip bottlenecks wider than the maximum defined width (1 to enable, 0 to disable).

Examples, Generator & More
nav_gen_max_edge_len <Edge Length>

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.

Name Description
Edge Length

The maximum length in units that an edge of the navigation mesh can be.

Examples, Generator & More
nav_gen_max_edge_len_do_clip <0 / 1>

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

Name Description
0 / 1

Determines whether the nav mesh edges are clipped based on maximum length during generation.

Examples, Generator & More