CS2 Console Commands List

  • Page 49

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

Command Description More
nav_gen_max_edge_len_split_tol

This command specifies the tolerance level for splitting edges during navigation mesh generation, influencing the mesh's granularity.

Examples, Generator & More
nav_gen_max_edge_len_split_tol <Tolerance Level>
nav_gen_opt_to_quads

This command optimizes the navigation mesh generation process by converting it into quadrilateral shapes, typically used for improving the AI pathfinding.

Examples, Generator & More
nav_gen_opt_to_quads <0 / 1>
nav_gen_opt_to_quads_angle_limit

Specifies the angle limit for generating optimized quadrilateral navigation mesh areas.

Examples, Generator & More
nav_gen_opt_to_quads_angle_limit <Angle Limit>
nav_gen_opt_to_quads_num_steps

This command is used to set the number of steps for 'Navigation Mesh Generation' to optimize its conversion into quadrilateral shapes during map generation in development or testing modes.

Examples, Generator & More
nav_gen_opt_to_quads_num_steps <Number of Steps>
nav_gen_opt_to_quads_planar_deviation_limit

Adjusts the planar deviation limit in the navigation mesh generation process, which can affect the detail and accuracy of generated nav meshes.

Examples, Generator & More
nav_gen_opt_to_quads_planar_deviation_limit <Planar Deviation Limit>
nav_gen_opt_to_quads_se_limit_end

This command sets the end limit for the optimization of nav meshes to quadrants during the generation phase, influencing how areas are optimized and simplified.

Examples, Generator & More
nav_gen_opt_to_quads_se_limit_end <End Limit>
nav_gen_opt_to_quads_se_limit_start

This command likely relates to the navigation mesh generation process in Counter-Strike 2, specifically dealing with the optimization phase for converting optimal pathfinding nodes into quadrilateral shapes. The 'se_limit_start' parameter possibly influences the start threshold for this optimization process.

Examples, Generator & More
nav_gen_opt_to_quads_se_limit_start <Start Threshold>
nav_gen_opt_to_quads_weld_limit_end

Determines the welding limit end parameter for the navigation mesh generation optimization process, influencing how the geometry of navigation meshes is simplified or detailed.

Examples, Generator & More
nav_gen_opt_to_quads_weld_limit_end <Welding Limit End>
nav_gen_opt_to_quads_weld_limit_start

This command sets the starting threshold for welding when optimizing navigation areas into quadrilaterals during map generation. A higher value starts the welding process with stricter criteria.

Examples, Generator & More
nav_gen_opt_to_quads_weld_limit_start <Weld Limit Start>
nav_gen_remove_vertical_polys

This command influences the navigation mesh generation process, specifically determining whether vertically oriented polygons should be removed during the mesh's creation. Appropriate primarily for developers and mappers.

Examples, Generator & More
nav_gen_remove_vertical_polys <0 / 1>
nav_genrt_debug

This command is used to toggle the debug mode for navigation mesh generation, which is primarily useful for developers or mappers wanting to fine-tune or troubleshoot the AI pathfinding.

Examples, Generator & More
nav_genrt_debug <0 / 1>
nav_genrt_no_splice

This command prevents splicing when generating navigation meshes in CS2. It is used primarily during map development and optimization for better navigation pathfinding.

Examples, Generator & More
nav_genrt_no_splice <0 / 1>
nav_genrt_no_split

This command controls whether the automatic generation of navigation meshes should avoid splitting areas when processing the game map, which can influence the detail of generated navigation paths for bots.

Examples, Generator & More
nav_genrt_no_split <0 / 1>
nav_genrt_step

This command is used to adjust the sampling rate or step size used during the generation process of navigation meshes. A lower value increases precision but may require more processing time.

Examples, Generator & More
nav_genrt_step <Step Size>
nav_gen_split_boundary_polys

This command is used to control whether the navigation mesh generation process should split boundary polygons.

Examples, Generator & More
nav_gen_split_boundary_polys <0 / 1>
nav_gen_split_multi_connection_polys

This command is used to control the navigation mesh generation process, particularly influencing how polygons that connect multiple areas are split.

Examples, Generator & More
nav_gen_split_multi_connection_polys <0 / 1>
nav_gen_split_multi_connection_polys_tol

This command is used in the context of generating navigation meshes for CS2. It dictates the tolerance level for splitting multiple connection polygons while generating navigation meshes.

Examples, Generator & More
nav_gen_split_multi_connection_polys_tol <Tolerance Level>
nav_gen_vertical_limit

Sets the maximum vertical limit that the AI navigation mesh can generate paths for. This is relevant in maps with significant verticality.

Examples, Generator & More
nav_gen_vertical_limit <Vertical limit>
nav_path_optimize

This command optimizes navigation paths for bots in the game, potentially improving their movement efficiency and decision-making.

Examples, Generator & More
nav_path_optimize <0 / 1>
nav_path_optimize_portals

Optimizes pathfinding by enhancing portals' efficiency in the navigation mesh used by bots. This command can potentially make bot movements smoother and more efficient when navigating complex maps.

Examples, Generator & More
nav_path_optimize_portals <0 / 1>