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

Command Description More
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>