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!
Commands List
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. |
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. |
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. |
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. |
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. |
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. |
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. |
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. |
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. |
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. |
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. |
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. |
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. |
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. |
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. |
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. |
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. |
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. |
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. |
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. |