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 |
---|---|---|---|
nav_path_draw_areas | This command toggles the visualization of navigation paths and areas for bots in the game. When enabled, it draws the nav mesh used by AI to navigate the map. |
Examples, Generator & More | nav_path_draw_areas
<0 / 1>
|
nav_path_draw_arrow | This command controls the drawing of arrows on navigation paths for debugging purposes in map navigation meshes. |
Examples, Generator & More | nav_path_draw_arrow
<0 / 1>
|
nav_path_draw_climb_segments | Toggles the visualization of the navigation paths for climbing areas in the game, primarily for debugging and map development purposes. |
Examples, Generator & More | nav_path_draw_climb_segments
<0 / 1>
|
nav_path_draw_connected_areas | This command, when enabled, draws lines connecting all navigational areas that are connected to the selected nav area in the game, aiding in navigation path visualization for debugging and development purposes. |
Examples, Generator & More | nav_path_draw_connected_areas
<0 / 1>
|
nav_path_draw_ground_segments | This command toggles the drawing of ground segments for navigation paths in Counter-Strike 2. Primarily used for development and debugging purposes related to the game's AI navigation. |
Examples, Generator & More | nav_path_draw_ground_segments
<0 / 1>
|
nav_path_draw_jump_segments | This command toggles the display of jump segments in the navigation paths used by bots. When enabled, areas that bots consider as jumps in their pathing will be highlighted. |
Examples, Generator & More | nav_path_draw_jump_segments
<0 / 1>
|
nav_path_draw_ladder_segments | This command toggles the visual representation of ladder segments in the navigation mesh used by bots. When enabled, it visually outlines the segments of ladders that bots recognize and use for navigation. |
Examples, Generator & More | nav_path_draw_ladder_segments
<0 / 1>
|
nav_path_draw_link_segments | Toggles the visualization of link segments in navigation paths, primarily used for debugging path-finding in bots. |
Examples, Generator & More | nav_path_draw_link_segments
<0 / 1>
|
nav_path_draw_tick | Toggles the drawing of the navigation path each tick. It's a debugging feature used for analyzing navigation paths. |
Examples, Generator & More | nav_path_draw_tick
<0 / 1>
|
nav_pathfind_debug_log | Enables or disables the pathfind debugging log, which provides detailed information about the navigation pathfinding process used by bots and other navigation features within the game. |
Examples, Generator & More | nav_pathfind_debug_log
<0 / 1>
|
nav_pathfind_draw | This command, when enabled, visually demonstrates the pathfinding process of the Navigation Mesh in real-time. It's primarily a debugging tool used for testing and optimizing the AI's movement paths. |
Examples, Generator & More | nav_pathfind_draw
<0 / 1>
|
nav_pathfind_draw_blocked | Toggles the visualization of blocked paths in the navigation mesh used by bots. Blocking areas are marked to prevent AI navigation through them. |
Examples, Generator & More | nav_pathfind_draw_blocked
<0 / 1>
|
nav_pathfind_draw_costs | This command toggles the visualization of pathfinding costs on the navigation mesh used by bots. When enabled, it displays the cost associated with traveling through different parts of the map for AI navigation. |
Examples, Generator & More | nav_pathfind_draw_costs
<0 / 1>
|
nav_pathfind_draw_fail | This command, when enabled, visually marks areas where AI pathfinding has failed in the navigation mesh, allowing developers or map creators to diagnose and address navigation issues for bots. |
Examples, Generator & More | nav_pathfind_draw_fail
<0 / 1>
|
nav_pathfind_draw_total_costs | Toggles the drawing of total pathfinding costs used in the navigation mesh for debugging pathfinding. This command is useful for developers or map creators to visualize and troubleshoot navigation paths of bots. |
Examples, Generator & More | nav_pathfind_draw_total_costs
<0 / 1>
|
nav_pathfind_inadmissable_heuristic_factor | This command adjusts the factor of the inadmissible heuristic used in navigation pathfinding, influencing how the AI calculates paths. |
Examples, Generator & More | nav_pathfind_inadmissable_heuristic_factor
<Inadmissible Heuristic Factor>
|
nav_pathfind_multithread | Determines if the navigation pathfinding operations should be executed in a multithreaded environment, potentially improving performance on multi-core systems when calculating paths for bots or other navigation queries. |
Examples, Generator & More | nav_pathfind_multithread
<0 / 1>
|
nav_path_fixup_climb_up_segments | Adjusts the navigation paths to enable or disable the automatic inclusion of climbing segments for navigation meshes, aiding in the accurate pathfinding of bots or AI-controlled characters over terrains where climbing is required. |
Examples, Generator & More | nav_path_fixup_climb_up_segments
<0 / 1>
|
nav_path_fixup_gap_segments | This command is used to adjust the navigation path's gap segments, modifying how gaps in the path are treated or fixed up in-game. Typically used for debugging or tweaking AI pathfinding. |
Examples, Generator & More | nav_path_fixup_gap_segments
<0 / 1>
|
nav_path_jump_process_debug | This command toggles the debugging features for navigation path calculations related to jumps within the game, helping to visualize and diagnose issues with navigation mesh connections that involve jumping. |
Examples, Generator & More | nav_path_jump_process_debug
<0 / 1>
|