CS2 Commands Full List— Page 14 of 29

Full list of 2834 console commands (cvars) including the hidden ones.

CommandDescription
mp_roundtime_defuseHow many minutes each round of Bomb Defuse takes.
mp_roundtime_hostageHow many minutes each round of Hostage Rescue takes.
mp_scrambleteamsScramble the teams and restart the game
mp_shorthanded_cash_bonus_ignore_kickedDetermines whether kicked players are included in the assessment for short-handedness
mp_shorthanded_cash_bonus_round_delaynumber of previous rounds that a team needs to have been shorthanded before they are eligible for th...
mp_solid_enemiesHow solid are enemies: 0 = transparent; 1 = fully solid
mp_solid_teammatesHow solid are teammates: 0 = transparent; 1 = fully solid; 2 = can stand on top of heads
mp_spawnprotectiontimeKick players who team-kill within this many seconds of a round restart.
mp_spectators_maxHow many spectators are allowed in a match.
mp_starting_lossesDetermines what the initial loss streak is.
mp_startmoneyAmount of money each player gets when they reset.
mp_suicide_penaltyPunish players for suicides
mp_swapteamsSwap the teams and restart the game
mp_t_default_grenadesThe default grenades that the Ts will spawn with.
mp_t_default_meleeThe default melee weapon that the Ts will spawn with
mp_t_default_primaryThe default primary (rifle) weapon that the Ts will spawn with
mp_t_default_secondaryThe default secondary (pistol) weapon that the Ts will spawn with
mp_tagging_scaleScalar for player tagging modifier when hit.
mp_taser_recharge_timeDetermines recharge time for taser.
mp_td_dmgtokickThe damage threshhold players have to exceed in a match to get kicked.
mp_td_dmgtowarnThe damage threshhold players have to exceed in a match to get warned that they are about to be kicked.
mp_td_spawndmgthresholdThe damage threshold players have to exceed at the start of the round to be warned/kick.
mp_team_intro_timeHow many seconds for team intro
mp_team_timeout_maxNumber of timeouts each team gets per match.
mp_team_timeout_ot_add_eachNumber of timeouts to add for each team when match goes to 2nd and each next overtime.
mp_team_timeout_ot_add_onceNumber of timeouts to add for each team when regulation time ends and match goes to overtime.
mp_team_timeout_ot_maxMax number of timeouts each team can have per OT after all OT timeouts got added.
mp_team_timeout_timeDuration of each timeout.
mp_teamcashawardsIf true, teams can earn money by performing in-game actions (round win/loss bonus).
mp_teamflag_1Enter a country's alpha 2 code to show that flag next to team 1's name in the spectator scoreboard.
mp_teamflag_2Enter a country's alpha 2 code to show that flag next to team 2's name in the spectator scoreboard.
mp_teamlogo_1Enter a team's shorthand image name to display their logo.
mp_teamlogo_2Enter a team's shorthand image name to display their logo.
mp_teammatchstat_1A non-empty string sets first team's match stat.
mp_teammatchstat_2A non-empty string sets second team's match stat.
mp_teammatchstat_cycletimeCycle match stats after so many seconds
mp_teammatchstat_holdtimeDecide on a match stat and hold it additionally for at least so many seconds
mp_teammatchstat_txtA non-empty string sets the match stat description, e.
mp_teammates_are_enemiesWhen set, your teammates act as enemies and all players are valid targets.
mp_teamname_1A non-empty string overrides the first team's name.
mp_teamname_2A non-empty string overrides the second team's name.
mp_teamprediction_pctA value between 1 and 99 will show predictions in favor of CT team.
mp_teamprediction_txtA value between 1 and 99 will set predictions in favor of first team.
mp_teamscore_1A non-empty string for best-of-N maps won by the first team.
mp_teamscore_2A non-empty string for best-of-N maps won by the second team.
mp_teamscore_maxHow many maps to win the series (bo3 max=2; bo5 max=3; bo7 max=4)
mp_technical_timeout_duration_sHow many seconds is a full technical timeout?
mp_technical_timeout_per_teamHow many technical timeouts are there per team?
mp_timelimitgame time per map in minutes
mp_tkpunishWill TK'ers and team damagers be punished in the next round?
mp_unpause_matchResume the match
mp_use_respawn_wavesWhen set to 1, and that player's team is set to respawn, they will respawn in waves.
mp_verbose_changelevel_spewDefault: 1
mp_warmup_endEnd warmup immediately.
mp_warmup_items_drop_policyWhich items can drop during warmup (bitfield, 1=gun, 2=c4, 4=nade, 8=defuser, 16=taser, 32=healthsho...
mp_warmup_items_nocostDetermines whether weapons are free to buy during warmup.
mp_warmup_items_nocount_policyWhich items are unlimited during warmup (bitfield, 1=gun, 2=c4, 4=nade, 8=defuser/kevlar, 16=taser,...
mp_warmup_offline_enabledWhether or not to do a warmup period at the start of a match in an offline (bot) match.
mp_warmup_online_enabledWhether or not to do a warmup period at the start of an online match.
mp_warmup_pausetimerSet to 1 to stay in warmup indefinitely.
mp_warmup_startStart warmup.
mp_warmuptimeHow long the warmup period lasts.
mp_warmuptime_all_players_connectedWarmup time to use when all players have connected.
mp_warmuptime_match_cancelledWarmup time to use when the match will be cancelled (eg.
mp_weapon_next_owner_touch_timeDefault: 1.3
mp_weapon_prev_owner_touch_timeDefault: 1.5
mp_weapon_self_inflict_amountIf Set to non-0, will hurt the attacker by the specified fraction of max damage if they miss.
mp_weapons_allow_heavyDetermines which team, if any, can purchase Heavy guns.
mp_weapons_allow_map_placedIf this convar is set, when a match starts, the game will not delete weapons placed in the map.
mp_weapons_allow_pistolsDetermines which team, if any, can purchase Pistols.
mp_weapons_allow_riflesDetermines which team, if any, can purchase Rifles.
mp_weapons_allow_smgsDetermines which team, if any, can purchase SMGs.
mp_weapons_allow_typecountDetermines how many purchases of each weapon type are allowed per player per round (0 to disallow purchasing, -1 to have no limit).
mp_weapons_allow_zeusDetermines how many Zeus purchases a player can make per round (0 to disallow, -1 to have no limit).
mp_weapons_max_gun_purchases_per_weapon_per_matchMaximum number of times a player can buy the same weapon per match. Pass -1 for no limit.
mp_win_panel_display_timeThe amount of time to show the win panel between matches / halfs
multvarMultiply specified convar value.
nameDefault: unnamed
nav_add_to_selected_setAdd current area to the selected set.
nav_add_to_selected_set_by_idAdd specified area id to the selected set.
nav_begin_deselectingStart continuously removing from the selected set.
nav_begin_drag_deselectingStart dragging a selection area.
nav_begin_drag_selectingStart dragging a selection area.
nav_begin_selectingStart continuously adding to the selected set.
nav_bfs_debugDefault: 0
nav_check_connectivityChecks to be sure every (or just the marked) nav area can get to every goal area for the map (hostages or bomb site).
nav_clear_attributeRemove given nav attribute from all areas in the selected set.
nav_clear_attributesClear all nav attributes of selected area.
nav_clear_selected_setClear the selected set.
nav_corner_adjust_adjacentradius used to raise/lower corners in nearby areas when raising/lowering corners.
nav_create_indirect_connectionCreate a connection between the selected area and the area pointed at by the crosshair.
nav_create_indirect_connection_from_toCreate a connection between the current 'from' and 'to' locations.
nav_create_indirect_connection_set_fromSet the 'from' location of an indirect connection.
nav_create_indirect_connection_set_from_using_editposSet the 'from' location of an indirect connection to be the current edit pos of nav_edit.
nav_create_indirect_connection_set_toSet the 'to' location of an indirect connection.
nav_create_indirect_connection_set_to_using_editposSet the 'to' location of an indirect connection to be the current edit pos of nav_edit.
nav_curve_altDefault: false
nav_curve_iterDefault: 0
nav_curve_lockDefault: -1
nav_curve_max_stepDefault: 10