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 |
---|---|---|---|
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>
|