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
Command | Description | More | Syntax |
---|---|---|---|
cl_mute_enemy_team | This command, if enabled (1), will mute communication from all enemy players. Default is disabled (0). |
Examples, Generator & More | cl_mute_enemy_team
<0 / 1>
|
cl_obs_interp_enable | This command is used to enable interpolation between multiple observer targets. |
Examples, Generator & More | cl_obs_interp_enable
<0 / 1>
|
closecaption | This command alters whether or not closed captions (subtitles) are available in game. |
Examples, Generator & More | closecaption
<0 / 1>
|
cl_pclass | Use this command to dump a group of entities based on their prediction classname. |
Examples, Generator & More | cl_pclass
<Class>
|
cl_pdump | This command dumps info about ongoing entities on your actual game screen, rather than into your developer console. |
Examples, Generator & More | cl_pdump
<-1 / 1>
|
cl_phys_debug_callback_entities | Enables debugging output for printing all entities that receive touch callbacks, each entity being printed only once. This is intended for debugging physics interactions. |
Examples, Generator & More | cl_phys_debug_callback_entities
<0 / 1>
|
cl_phys_enabled | This command is used to enable or disable all physics simulations in the game. |
Examples, Generator & More | cl_phys_enabled
<0 / 1>
|
cl_phys_sleep_enable | This command enables sleeping for dynamic physics bodies, potentially improving performance by allowing non-moving objects to save resources by not being constantly simulated. |
Examples, Generator & More | cl_phys_sleep_enable
<0 / 1>
|
cl_phys_stop_at_collision | This command determines if physics-based entities in the game should stop moving upon colliding with another object. It's mainly used for debugging and requires cheat mode to be enabled to function. |
Examples, Generator & More | cl_phys_stop_at_collision
<0 / 1>
|
cl_player_proximity_debug | This command, if set to 1, can be used to debug player proximity. Default is 0 (disabled). |
Examples, Generator & More | cl_player_proximity_debug
<0 / 1>
|
cl_playerspray_auto_apply | This command sets whether or not graffiti is automatically applied when you close the graffiti menu. Default is enabled (1). |
Examples, Generator & More | cl_playerspray_auto_apply
<0 / 1>
|
cl_pred_print_every_cmd | This command is used to print a message every time a command is predicted within the game. |
Examples, Generator & More | cl_pred_print_every_cmd
<0 / 1>
|
cl_prop_debug | Toggles the prop debug mode, which visually shows color-coded bounding boxes around props based on their interaction with damage. Each color (red, white, and green) indicates a different behavior in response to damage. |
Examples, Generator & More | cl_prop_debug
<0 / 1>
|
cl_quickinventory_lastinv | cl_quickinventory_lastinv
|
||
cl_ragdoll_lru_debug | This command toggles the debug mode for ragdoll physics, showing information about the least recently used ragdolls in the game. |
Examples, Generator & More | cl_ragdoll_lru_debug
<0 / 1>
|
cl_ragdoll_workaround_threshold | cl_ragdoll_workaround_threshold
|
||
cl_redemption_reset_timestamp | This command, when executed, likely affects the timing or reset mechanism for a specific redemption feature within the game, although the precise effect is not detailed without further context. |
Examples, Generator & More | cl_redemption_reset_timestamp
<0 / 1>
|
cl_removedecals | This command doesn't work as intended. Use the command r_cleardecals instead to remove blood and bullet holes from around the map. |
Examples, Generator & More | cl_removedecals
|
cl_rr_reloadresponsesystems | This command reloads all response system scripts, which are typically used for managing character reactions and responses in the game. |
Examples, Generator & More | cl_rr_reloadresponsesystems
|
cl_save_animgraph_recording | This command saves all active animation graph recordings to disk, useful for debugging or analyzing animations. |
Examples, Generator & More | cl_save_animgraph_recording
|