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 |
---|---|---|---|
player_debug_print_damage | This command, if set to 1, will print debug information about all of the damage your player takes to the console. Default is 0 (disabled). |
Examples, Generator & More | player_debug_print_damage
<0 / 1>
|
player_teamplayedlast | player_teamplayedlast
|
||
playsoundscape | playsoundscape
|
||
print_mapgroup | print_mapgroup
|
||
print_mapgroup_sv | print_mapgroup_sv
|
||
prop_debug | prop_debug
|
||
prop_debug_collision | This command highlights props in the game based on their collision group, making it easier to understand how in-game objects interact in terms of physics and collisions. |
Examples, Generator & More | prop_debug_collision
<0 / 1>
|
prop_dynamic_create | prop_dynamic_create
|
||
prop_physics_create | prop_physics_create
|
||
pulse_debug_entity | Opens a graph referencing the selected entity. It lists all active pulse graph instances referring to that entity, allowing selection if there's more than one. |
Examples, Generator & More | pulse_debug_entity
|
pulse_list_graphs | This command lists all the active pulse graph instances, which are likely used for debugging or monitoring various game metrics. |
Examples, Generator & More | pulse_list_graphs
|
pulse_open_graph_id | This command opens a specific graph instance by its ID, useful for debugging or analyzing specific game metrics or performances. |
Examples, Generator & More | pulse_open_graph_id
<ID>
|
pvs_debugentity | This is a server-side command used in debugging. It provides detailed output about an entity's visibility determination process based on the potentially visible set (PVS) computation. |
Examples, Generator & More | pvs_debugentity
<Entity ID>
|
pvs_flowtype | Controls the flow through spawn groups for visibility, affecting whether certain areas or objects are always visible, never visible, or their visibility is determined by the default game mechanisms. |
Examples, Generator & More | pvs_flowtype
<0 / 1 / 2>
|
pwatchent | pwatchent
|
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pwatchvar | pwatchvar
|
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quit | This command is the same as the "exit" command, it will close your game. |
Examples, Generator & More | quit
|
radarvisdistance | This command sets the distance at which an enemy will appear on your radar without your crosshair/view being on them. Default is 1000. |
Examples, Generator & More | radarvisdistance
<Distance>
|
radarvismaxdot | Note that this command sets the setting for the server (so players on the server have this setting), not your client specifically. This command sets how closely you must point at a player in order to see them beyond the maximum distance set with radarvisdistance. Default is .996. |
Examples, Generator & More | radarvismaxdot
<Value>
|
radarvismethod | Note that this command sets the setting for the server (so players on the server have this setting), not your client specifically. This command sets which radar visibility method is used. If set to 0, the classic method will be used. Default is 1, which is the newer and more realistic method. |
Examples, Generator & More | radarvismethod
<0 / 1>
|