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_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>
|