CS2 Commands Full List— Page 23 of 29

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

CommandDescription
snd_sos_start_stackStarts a specified stack via an empty soundevent
snd_sos_stop_all_soundeventsStops all soundevents currently on the execution list
snd_sos_stop_soundevent_guidStops a specified soundevent
snd_sos_stop_soundevent_indexStops a specified soundevent
snd_sos_stop_trackStop the specified track and it's queue.
snd_sos_test_soundmessagetest
snd_sos_unpause_soundeventUnPause the first soundevent in the list
snd_sound_areas_debugDefault: false
snd_sound_areas_debug_intervalDefault: 0.2
snd_soundmixer_update_maximum_frame_rateDefault: 10
snd_spatialize_lerpDefault: 0
snd_steamaudio_baked_data_statsDisplay baked data stats for the current mod.
snd_steamaudio_baked_occlusion_mode0: distance ratio only.
snd_steamaudio_enable_pathingThis variable is checked by soundstack to globally enabling pathing for audio processing.
snd_steamaudio_enable_perspective_correctionEnable perspective correction for 3D audio.
snd_steamaudio_enable_reverbEnable Steam Audio Reverb processor.
snd_steamaudio_enable_spatial_blend_fixToggles the speculative fix for low-frequency issues when using spatial blend.
snd_steamaudio_halton_sequenceGenerate Halton Sequence for a given order and number of samples.
snd_steamaudio_ir_durationThe time delay between a sound being emitted and the last audible reflection in Steam Audio.
snd_steamaudio_max_convolution_sourcesThe maximum number of simultaneous sources that can be modeled by Steam Audio.
snd_steamaudio_max_occlusion_samplesThe maximum number of rays that can be traced for volumetric occlusion by Steam Audio.
snd_steamaudio_num_bouncesThe maximum number of times any ray can bounce when using Steam Audio.
snd_steamaudio_num_diffuse_samplesThe number of directions considered for ray bounce by Steam Audio.
snd_steamaudio_num_raysThe number of rays to trace for reflection modeling by Steam Audio.
snd_steamaudio_num_threadsSets the number of threads used for realtime reflection by Steam Audio.
snd_steamaudio_pathing_orderThe amount of directional detail in the simulated by Steam Audio.
snd_steamaudio_pathing_order_renderingThe amount of directional detail in the rendered audio by Steam Audio.
snd_steamaudio_reverb_level_dbAdjust overall volume (dB) of the output from Steam Audio Reverb processor.
snd_steamaudio_source_pathing_debugEnable path visualization for steam_audio_source operator.
snd_surf_volume_inairThe volume of the wind when surfing.
snd_surf_volume_mapThe volume of ambient sounds when surfing is enabled.
snd_surf_volume_slideThe volume of sliding along surfaces when surfing.
snd_tensecondwarning_volumeVolume of Ten Second Warnings
snd_toolvolumeVolume of sounds in tools (e.
snd_use_baked_occlusionDefault: 0
snd_vmix_override_mix_decay_timeIf set > 0, overrides how long the decay time is on all mix graphs (in seconds).
snd_vmix_show_input_updatesIf set to 1, show all incoming updates to vmix inputs.
snd_voipvolumeVoice volume
sound_device_overrideID of the sound device to use
soundinfoDescribe the current sound device with an active voice list.
soundscape_debugWhen on, draws lines to all env_soundscape entities.
soundscape_dumpclientDumps the client's soundscape data.
soundscape_fadetimeTime to crossfade sound effects between soundscapes
soundscape_radius_debugPrints current volume of radius sounds
spawn_group_activateActivate specified spawngroup.
spawn_group_loadLoad named spawn group.
spawn_group_unloadUnload named spawn group.
speaker_configDefault: -1
spec_autodirectorAuto-director chooses best view modes while spectating
spec_centerchasecamLooks at the target player's center, instead of his eye position, in chase came mode
spec_freeze_deathanim_timeThe time that the death cam will spend watching the player's ragdoll before going into the freeze death cam.
spec_freeze_timeTime spend frozen in observer freeze cam.
spec_freeze_time_lockTime players are prevented from skipping the freeze cam
spec_freeze_traveltimeTime taken to zoom in to frame a target in observer freeze cam.
spec_glow_decay_timeTime to decay glow from 1.
spec_glow_full_timeNoisy players stay at full brightness for this long.
spec_glow_silent_factorLurking player xray glow scaling.
spec_glow_spike_factorNoisy player xray glow scaling (pop when noise is made).
spec_glow_spike_timeTime for noisy player glow 'spike' to show that they made noise very recently.
spec_gotoMove the spectator camera to a specific location.
spec_modeSet spectator mode
spec_nextSpectate next player
spec_playerSpectate a player by name or slot
spec_posdump position and angles to the console
spec_prevSpectate previous player
spec_replay_autostartAuto-start Killer Replay when available
spec_replay_botEnable Spectator Hltv Replay when killed by bot
spec_replay_enableEnable Killer Replay, requires hltv server running (0:off, 1:default, 2:force)
spec_replay_leadup_timeReplay time in seconds before the highlighted event
spec_replay_message_timeHow long to show the message about Killer Replay after death.
spec_replay_on_deathWhen > 0, sets the mode whereas players see delayed replay, and are segregated into a domain of c...
spec_replay_rate_baseBase time scale of Killer Replay.
spec_replay_rate_limitMinimum allowable pause between replay requests in seconds
spec_replay_round_delayRound 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_timeThe trailing time, in seconds, of replay past the event, including fade-out
spec_show_xrayIf set to 1, you can see player outlines and name IDs through walls - who you can see depends on you...
spec_usenumberkeys_nobindsIf set to 1, map voting and spectator view use the raw number keys instead of the weapon binds (slot1, slot2, etc).
splitscreen_modeDefault: 0
startdemosPlay demos in demo sequence.
statusPrint connection status
status_jsonPrint status in JSON format
steam_controller_hapticsDefault: true
steamworks_sessionid_clientThe client session ID for the new steamworks gamestats.
stopFinish recording demo.
stopdemosStop looping demos (current demo will complete).
stopsound
stopsoundscapeStops all soundscape processing and fades current looping sounds
subclass_changeChanges the subclass of the given entity.
subclass_createCreates an entity of the given subclass where the player is looking.
surf_speed_fastSpeed above which a player is considered to be going fast.
surf_speed_medSpeed above which a player is considered to be going medium.
surf_speed_slowSpeed above which a player is considered to be going slow.
surfacepropReports the surface properties at the cursor
suspicious_hit_odds_thresholdDefault: 0.01
suspicious_hit_player_radiusDefault: 8
suspicious_hit_strategyWhat to do about suspicious hits.
sv_accelerateDefault: 5.5
sv_accelerate_debug_speedDefault: false
sv_accelerate_use_weapon_speedDefault: true
sv_air_max_wishspeedDefault: 30