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_test_curve_opt | This command is a development tool related to navigating curves optimally within the game's artificial intelligence pathfinding. It is primarily used in testing and debugging navigation meshes and AI behavior. |
Examples, Generator & More | nav_test_curve_opt
<0 / 1>
|
nav_test_detour | When enabled, it tests the detour system in the navigation mesh used by bots for pathfinding, useful for debugging bot movement. |
Examples, Generator & More | nav_test_detour
<0 / 1>
|
nav_test_genrt | This command is used to test the generation of the navigation mesh (nav mesh) for bots within the game. When enabled (set to 1), it performs specific tests on the generation algorithms of the nav mesh. This is primarily used for debugging or development purposes. |
Examples, Generator & More | nav_test_genrt
<0 / 1>
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nav_test_genrt_place | This command is likely related to generating or testing navigation mesh (nav mesh) areas related to specific places on a map. This is generally used in the development and testing phase for creating bot navigation. |
Examples, Generator & More | nav_test_genrt_place
<0 / 1>
|
nav_test_getareaoverlapping_gravity | This command tests the NAV area's overlap based on gravity settings and is primarily used for debugging navigation meshes in Counter-Strike 2. |
Examples, Generator & More | nav_test_getareaoverlapping_gravity
<0 / 1>
|
nav_test_getnearestnav_gravity | This command is used to test the nearest navigation area based on gravity, useful in mapping and pathfinding algorithm development. |
Examples, Generator & More | nav_test_getnearestnav_gravity
<0 / 1>
|
nav_test_level_hull | This command is used to find entities that are intruding into the navigation mesh. It lists such entities in the console output and also displays bounding boxes around them temporarily. |
Examples, Generator & More | nav_test_level_hull
|
nav_test_level_hull_move | This command is used in the context of navigation mesh testing. It moves the player's collision hull through the navigation mesh to test connectivity or pathfinding without actual player movement. |
Examples, Generator & More | nav_test_level_hull_move
|
nav_test_multi_connection | This command toggles the testing of multi-connections for the navigation mesh used by bots. When enabled, additional information about multi-connections on the nav mesh will be displayed. |
Examples, Generator & More | nav_test_multi_connection
<0 / 1>
|
nav_test_path_space_fly | This command is used for testing flight paths in the game's navigation system in a 'fly' mode, typically used in development or cheat modes. |
Examples, Generator & More | nav_test_path_space_fly
<0 / 1>
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nav_test_path_space_swim | This command is used to test the swim paths in the navigation mesh for bots. |
Examples, Generator & More | nav_test_path_space_swim
<0 / 1>
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nav_test_rays | This command is used to toggle the testing of navigation rays used by the AI for pathfinding. It helps debug and visualize how bots navigate the map. |
Examples, Generator & More | nav_test_rays
<0 / 1>
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nav_test_ray_space | This command is used to toggle the display of the navigation mesh ray space for debugging purposes. |
Examples, Generator & More | nav_test_ray_space
<0 / 1>
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nav_test_ray_space_scatter | This command is used to test the scattering of rays in space for navigation purposes, specifically in determining valid paths or areas in maps. It is primarily a debugging tool used with navigation meshes. |
Examples, Generator & More | nav_test_ray_space_scatter
<0 / 1>
|
nav_test_spline | This command is used for testing spline paths in navigation meshes when developing or debugging map navigation for bots. |
Examples, Generator & More | nav_test_spline
<0 / 1>
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nav_test_split_obstacle | This command is used for testing navigation mesh splitting by allowing the creation of split obstacles in the navigation mesh when set to enabled. |
Examples, Generator & More | nav_test_split_obstacle
<0 / 1>
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nav_test_split_obstacle_dirty | This command is used to test splitting of navigation obstacles in the map, and it is marked dirty when it needs to be recomputed. Generally used by developers working on the game's AI navigation systems. |
Examples, Generator & More | nav_test_split_obstacle_dirty
<0 / 1>
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nav_test_split_obstacle_leave | This command is used for testing the navigation mesh behavior around obstacles. It affects how the AI navigates around obstacles when the feature is enabled. |
Examples, Generator & More | nav_test_split_obstacle_leave
<0 / 1>
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nav_test_split_obstacle_size | This command is used for testing the navigation mesh generation. It sets the size of an obstacle that the navigation mesh split algorithm considers as a separate obstacle. |
Examples, Generator & More | nav_test_split_obstacle_size
<Obstacle Size>
|
nav_test_split_obstacle_update_pos | This command is used for testing purposes, specifically for updating the navigation mesh in relation to obstacle positioning, within the context of CS:GO's AI pathfinding. |
Examples, Generator & More | nav_test_split_obstacle_update_pos
<0 / 1>
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