CS2 Commands Full List— Page 23 of 29
Full list of 2834 console commands (cvars) including the hidden ones.
| Command | Description |
|---|---|
| snd_sos_start_stack | Starts a specified stack via an empty soundevent |
| snd_sos_stop_all_soundevents | Stops all soundevents currently on the execution list |
| snd_sos_stop_soundevent_guid | Stops a specified soundevent |
| snd_sos_stop_soundevent_index | Stops a specified soundevent |
| snd_sos_stop_track | Stop the specified track and it's queue. |
| snd_sos_test_soundmessage | test |
| snd_sos_unpause_soundevent | UnPause the first soundevent in the list |
| snd_sound_areas_debug | Default: false |
| snd_sound_areas_debug_interval | Default: 0.2 |
| snd_soundmixer_update_maximum_frame_rate | Default: 10 |
| snd_spatialize_lerp | Default: 0 |
| snd_steamaudio_baked_data_stats | Display baked data stats for the current mod. |
| snd_steamaudio_baked_occlusion_mode | 0: distance ratio only. |
| snd_steamaudio_enable_pathing | This variable is checked by soundstack to globally enabling pathing for audio processing. |
| snd_steamaudio_enable_perspective_correction | Enable perspective correction for 3D audio. |
| snd_steamaudio_enable_reverb | Enable Steam Audio Reverb processor. |
| snd_steamaudio_enable_spatial_blend_fix | Toggles the speculative fix for low-frequency issues when using spatial blend. |
| snd_steamaudio_halton_sequence | Generate Halton Sequence for a given order and number of samples. |
| snd_steamaudio_ir_duration | The time delay between a sound being emitted and the last audible reflection in Steam Audio. |
| snd_steamaudio_max_convolution_sources | The maximum number of simultaneous sources that can be modeled by Steam Audio. |
| snd_steamaudio_max_occlusion_samples | The maximum number of rays that can be traced for volumetric occlusion by Steam Audio. |
| snd_steamaudio_num_bounces | The maximum number of times any ray can bounce when using Steam Audio. |
| snd_steamaudio_num_diffuse_samples | The number of directions considered for ray bounce by Steam Audio. |
| snd_steamaudio_num_rays | The number of rays to trace for reflection modeling by Steam Audio. |
| snd_steamaudio_num_threads | Sets the number of threads used for realtime reflection by Steam Audio. |
| snd_steamaudio_pathing_order | The amount of directional detail in the simulated by Steam Audio. |
| snd_steamaudio_pathing_order_rendering | The amount of directional detail in the rendered audio by Steam Audio. |
| snd_steamaudio_reverb_level_db | Adjust overall volume (dB) of the output from Steam Audio Reverb processor. |
| snd_steamaudio_source_pathing_debug | Enable path visualization for steam_audio_source operator. |
| snd_surf_volume_inair | The volume of the wind when surfing. |
| snd_surf_volume_map | The volume of ambient sounds when surfing is enabled. |
| snd_surf_volume_slide | The volume of sliding along surfaces when surfing. |
| snd_tensecondwarning_volume | Volume of Ten Second Warnings |
| snd_toolvolume | Volume of sounds in tools (e. |
| snd_use_baked_occlusion | Default: 0 |
| snd_vmix_override_mix_decay_time | If set > 0, overrides how long the decay time is on all mix graphs (in seconds). |
| snd_vmix_show_input_updates | If set to 1, show all incoming updates to vmix inputs. |
| snd_voipvolume | Voice volume |
| sound_device_override | ID of the sound device to use |
| soundinfo | Describe the current sound device with an active voice list. |
| soundscape_debug | When on, draws lines to all env_soundscape entities. |
| soundscape_dumpclient | Dumps the client's soundscape data. |
| soundscape_fadetime | Time to crossfade sound effects between soundscapes |
| soundscape_radius_debug | Prints current volume of radius sounds |
| spawn_group_activate | Activate specified spawngroup. |
| spawn_group_load | Load named spawn group. |
| spawn_group_unload | Unload named spawn group. |
| speaker_config | Default: -1 |
| spec_autodirector | Auto-director chooses best view modes while spectating |
| spec_centerchasecam | Looks at the target player's center, instead of his eye position, in chase came mode |
| spec_freeze_deathanim_time | The time that the death cam will spend watching the player's ragdoll before going into the freeze death cam. |
| spec_freeze_time | Time spend frozen in observer freeze cam. |
| spec_freeze_time_lock | Time players are prevented from skipping the freeze cam |
| spec_freeze_traveltime | Time taken to zoom in to frame a target in observer freeze cam. |
| spec_glow_decay_time | Time to decay glow from 1. |
| spec_glow_full_time | Noisy players stay at full brightness for this long. |
| spec_glow_silent_factor | Lurking player xray glow scaling. |
| spec_glow_spike_factor | Noisy player xray glow scaling (pop when noise is made). |
| spec_glow_spike_time | Time for noisy player glow 'spike' to show that they made noise very recently. |
| spec_goto | Move the spectator camera to a specific location. |
| spec_mode | Set spectator mode |
| spec_next | Spectate next player |
| spec_player | Spectate a player by name or slot |
| spec_pos | dump position and angles to the console |
| spec_prev | Spectate previous player |
| spec_replay_autostart | Auto-start Killer Replay when available |
| spec_replay_bot | Enable Spectator Hltv Replay when killed by bot |
| spec_replay_enable | Enable Killer Replay, requires hltv server running (0:off, 1:default, 2:force) |
| spec_replay_leadup_time | Replay time in seconds before the highlighted event |
| spec_replay_message_time | How long to show the message about Killer Replay after death. |
| spec_replay_on_death | When > 0, sets the mode whereas players see delayed replay, and are segregated into a domain of c... |
| spec_replay_rate_base | Base time scale of Killer Replay. |
| spec_replay_rate_limit | Minimum allowable pause between replay requests in seconds |
| spec_replay_round_delay | Round can be delayed by this much due to someone watching a replay; must be at least 3-4 seconds, otherwise the last replay will always be interrupted by round start, assuming normal pause between round_end and round_start events (7 seconds) and freezecam delay (2 seconds) and 7. |
| spec_replay_winddown_time | The trailing time, in seconds, of replay past the event, including fade-out |
| spec_show_xray | If set to 1, you can see player outlines and name IDs through walls - who you can see depends on you... |
| spec_usenumberkeys_nobinds | If set to 1, map voting and spectator view use the raw number keys instead of the weapon binds (slot1, slot2, etc). |
| splitscreen_mode | Default: 0 |
| startdemos | Play demos in demo sequence. |
| status | Print connection status |
| status_json | Print status in JSON format |
| steam_controller_haptics | Default: true |
| steamworks_sessionid_client | The client session ID for the new steamworks gamestats. |
| stop | Finish recording demo. |
| stopdemos | Stop looping demos (current demo will complete). |
| stopsound | |
| stopsoundscape | Stops all soundscape processing and fades current looping sounds |
| subclass_change | Changes the subclass of the given entity. |
| subclass_create | Creates an entity of the given subclass where the player is looking. |
| surf_speed_fast | Speed above which a player is considered to be going fast. |
| surf_speed_med | Speed above which a player is considered to be going medium. |
| surf_speed_slow | Speed above which a player is considered to be going slow. |
| surfaceprop | Reports the surface properties at the cursor |
| suspicious_hit_odds_threshold | Default: 0.01 |
| suspicious_hit_player_radius | Default: 8 |
| suspicious_hit_strategy | What to do about suspicious hits. |
| sv_accelerate | Default: 5.5 |
| sv_accelerate_debug_speed | Default: false |
| sv_accelerate_use_weapon_speed | Default: true |
| sv_air_max_wishspeed | Default: 30 |