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!

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Commands List

Command Description More
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
pwatchvar
pwatchvar
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>