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_max_edge_len_split_tol <Tolerance Level>

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

Name Description
Tolerance Level

The maximum distance between edges for them to be considered for splitting during navigation mesh generation.

Examples, Generator & More
nav_gen_opt_to_quads <0 / 1>

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

Name Description
0 / 1

Enables or disables the optimization of navigation mesh generation to quadrilateral shapes.

Examples, Generator & More
nav_gen_opt_to_quads_angle_limit <Angle Limit>

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

Name Description
Angle Limit

The maximum allowed angle (in degrees) for generating optimized quadrilaterals in the navigation mesh. Lower values result in more, smaller areas.

Examples, Generator & More
nav_gen_opt_to_quads_num_steps <Number of 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.

Name Description
Number of Steps

The value denotes how many steps the optimization process will take during the conversion of navigation meshes into quadrilateral shapes.

Examples, Generator & More
nav_gen_opt_to_quads_planar_deviation_limit <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.

Name Description
Planar Deviation Limit

Determines the allowed planar deviation for quad generation in navigation mesh generation.

Examples, Generator & More
nav_gen_opt_to_quads_se_limit_end <End Limit>

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.

Name Description
End Limit

The end limit value for optimizing nav meshes to quadrants.

Examples, Generator & More
nav_gen_opt_to_quads_se_limit_start <Start Threshold>

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.

Name Description
Start Threshold

Start limit for optimization to quadrilateral conversion.

Examples, Generator & More
nav_gen_opt_to_quads_weld_limit_end <Welding 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.

Name Description
Welding Limit End

The limit parameter for ending welding during navigation mesh optimization.

Examples, Generator & More
nav_gen_opt_to_quads_weld_limit_start <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.

Name Description
Weld Limit Start

The starting threshold value for welding optimization.

Examples, Generator & More
nav_gen_remove_vertical_polys <0 / 1>

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.

Name Description
0 / 1

Determines whether vertical polygons are removed during nav mesh generation.

Examples, Generator & More
nav_genrt_debug <0 / 1>

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.

Name Description
0 / 1

This argument toggles the debug mode for navigation mesh generation on or off.

Examples, Generator & More
nav_genrt_no_splice <0 / 1>

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

Name Description
0 / 1

Determines whether splicing is disabled (1) or enabled (0) during navigation mesh generation.

Examples, Generator & More
nav_genrt_no_split <0 / 1>

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.

Name Description
0 / 1

Determines whether the navigation mesh generation should avoid splitting areas.

Examples, Generator & More
nav_genrt_step <Step Size>

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.

Name Description
Step Size

Specifies the granularity or distance between sampling points during navigation mesh generation. A value of -1 uses the game's default setting.

Examples, Generator & More
nav_gen_split_boundary_polys <0 / 1>

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

Name Description
0 / 1

Determines whether the splitting of boundary polygons during navigation mesh generation is enabled or disabled.

Examples, Generator & More
nav_gen_split_multi_connection_polys <0 / 1>

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

Name Description
0 / 1

Determines whether to split polygons that connect multiple areas during navigation mesh generation.

Examples, Generator & More
nav_gen_split_multi_connection_polys_tol <Tolerance Level>

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.

Name Description
Tolerance Level

The tolerance level for splitting multiple connection polygons in navigation mesh creation.

Examples, Generator & More
nav_gen_vertical_limit <Vertical limit>

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

Name Description
Vertical limit

The maximum vertical distance (in units) the navigation mesh generation process will consider for creating paths.

Examples, Generator & More
nav_path_optimize <0 / 1>

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

Name Description
0 / 1

Determines whether to enable or disable the navigation path optimization for bots.

Examples, Generator & More
nav_path_optimize_portals <0 / 1>

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.

Name Description
0 / 1

Toggle the path optimization for portals.

Examples, Generator & More