CS2 Commands Full List— Page 3 of 29
Full list of 2834 console commands (cvars) including the hidden ones.
| Command | Description |
|---|---|
| cc_vr_width | 0 = narrow, 1 = med (default), 2 = wide |
| changelevel | Changes the map and keeps all the players in the server. |
| chicken_stop | Freezes chickens in place so they stop wandering. |
| cl_allow_animated_avatars | Whether or not to allow animated avatars |
| cl_allow_multi_input_binds | Default: false |
| cl_auto_cursor_scale | Automatic cursor size scaling. |
| cl_autobuy | The order in which autobuy will attempt to purchase items |
| cl_autohelp | Auto-help |
| cl_avatar_convert_png | Converts all rgb avatars in the avatars directory to png |
| cl_avatar_convert_rgb | Converts all png avatars in the avatars directory to rgb |
| cl_axis | Draw an axis Arguments: x y z pitch yaw roll <lifetime = 10. |
| cl_borrow_music_from_player_slot | Default: -1 |
| cl_box | Draw a bbox Arguments: minx miny miny maxx maxy maxz <lifetime = 10. |
| cl_buffer_incoming_net_messages | Default: true |
| cl_buymenu_ct_nextround_high | Default: 5000 |
| cl_buymenu_ct_nextround_low | Default: 1400 |
| cl_buymenu_t_nextround_high | Default: 5000 |
| cl_buymenu_t_nextround_low | Default: 1400 |
| cl_buywheel_donate_key | Set the key to use for donation in the buy menu. |
| cl_buywheel_nonumberpurchasing | Set non-zero to prevent buy wheel from purchasing via number keys |
| cl_change_callback_limit | change callback msec warning limit |
| cl_checkdeclareclasses | Check game code serializers |
| cl_clanid | Current clan ID for name decoration |
| cl_clock_correction | Enable/disable clock correction on the client. |
| cl_clock_recvmargin_spew_interval | Default: 0 |
| cl_clockdrift_max_ticks | Maximum number of ticks the clock is allowed to drift before the client snaps its clock to the server's. |
| cl_clutch_mode | If true, mutes teammate voice chat and other distracting sounds so you can focus on enemy audio during a clutch. |
| cl_color | Preferred teammate color |
| cl_connectionretrytime_p2p | Number of seconds over which to spread retry attempts for P2P. |
| cl_cq_min_queue | Used by the client to inform the server of their desired queue length. |
| cl_crosshair_drawoutline | If true, draws a black outline around the crosshair. |
| cl_crosshair_dynamic_maxdist_splitratio | If using cl_crosshairstyle 2, this is the ratio used to determine how long the inner and outer xhair pips will be. |
| cl_crosshair_dynamic_splitalpha_innermod | If using cl_crosshairstyle 2, this is the alpha modification that will be used for the INNER crosshair pips once they've split. |
| cl_crosshair_dynamic_splitalpha_outermod | If using cl_crosshairstyle 2, this is the alpha modification that will be used for the OUTER crosshair pips once they've split. |
| cl_crosshair_dynamic_splitdist | If using cl_crosshairstyle 2, this is the distance that the crosshair pips will split into 2. |
| cl_crosshair_friendly_warning | If true, displays a warning over a teammate when your crosshair is on them. |
| cl_crosshair_outlinethickness | Sets the thickness of the crosshair outline. |
| cl_crosshair_recoil | If true, the crosshair follows the weapon recoil pattern while shooting. |
| cl_crosshair_sniper_width | If >1 sniper scope cross lines gain extra width (1 for single-pixel hairline) |
| cl_crosshair_t | If true, hides the top line of the crosshair, leaving a T-shape. |
| cl_crosshairalpha | Sets the crosshair transparency from 0 to 255. |
| cl_crosshaircolor | Sets the crosshair color from a list of presets, or to custom RGB. |
| cl_crosshaircolor_b | Sets the blue channel (0-255) of the custom crosshair color. |
| cl_crosshaircolor_g | Sets the green channel (0-255) of the custom crosshair color. |
| cl_crosshaircolor_r | Sets the red channel (0-255) of the custom crosshair color. |
| cl_crosshairdot | If true, displays a dot in the center of the crosshair. |
| cl_crosshairgap | Sets the gap between the center of the crosshair and the start of each line. |
| cl_crosshairgap_useweaponvalue | If set to 1, the gap will update dynamically based on which weapon is currently equipped |
| cl_crosshairsize | Sets the length of each crosshair line. |
| cl_crosshairstyle | Sets the crosshair style — static, dynamic, or legacy. |
| cl_crosshairthickness | Sets the thickness of each crosshair line. |
| cl_crosshairusealpha | If true, the crosshair respects the alpha value set by cl_crosshairalpha. |
| cl_cursor_scale | Cursor size scaling factor. |
| cl_deathcam_audio_mix_phase1_fade_amount | Sets the amount of ducking to do on death cam fade out. |
| cl_deathcam_audio_mix_phase1_fade_time | Sets the amount of time we fade out over. |
| cl_deathcam_audio_mix_phase2_fade_amount | Sets the amount of ducking to do on death cam fade out. |
| cl_deathcam_audio_mix_phase2_fade_time | Sets the amount of time we fade out over. |
| cl_deathcampanel_position_dynamic | Turn on/off deathcam's kill panel dynamic Y movement |
| cl_deathnotices_show_numbers | 0: default; 1: draw names as just numbers; 2: append number on killer and victim to the name |
| cl_debounce_zoom | Whether or not to disable holding secondary fire to cycle zoom levels |
| cl_debug_overlays_broadcast | Render debug overlays from server. |
| cl_debug_precipitation_surface_graph | When true, use the surface graph to pass in positions for rainfall. |
| cl_debugoverlay_cycle_domain | Toggles visibility of the debug overlay system. |
| cl_debugoverlay_cycle_state | Toggles visibility of the debug overlay system. |
| cl_debugoverlay_dashboard | Makes the debug overlay dashboard visible. |
| cl_debugoverlay_hide_imgui | Hides the overlay. |
| cl_debugoverlay_toggle | Toggles visibility of the debug overlay system. |
| cl_demo_predict | Enable 'TrueView' when watching a demo, which attempts to recreate the client's experience more accurately. |
| cl_disable_deathcam_audio_mix_fade_out | When set to true, disables audio being silenced while the death cam fades out. |
| cl_disable_postprocessing | Default: false |
| cl_disable_ragdolls | Default: false |
| cl_disable_round_end_report | Default: false |
| cl_display_game_events | Default: false |
| cl_dm_buyrandomweapons | Player will automatically receive a random weapon on spawn in deathmatch if this is set to 1 (otherw... |
| cl_draw_only_deathnotices | For drawing only the crosshair and death notices (used for moviemaking) |
| cl_draw_simulating_entities | Default: false |
| cl_drawcross | Draws a cross at the given location Arguments: x y z |
| cl_drawhud | Enable the rendering of the hud |
| cl_drawhud_force_deathnotices | 0: default; 1: draw deathnotices even if hud disabled; -1: force no deathnotices |
| cl_drawhud_force_radar | 0: default; 1: draw radar even if hud disabled; -1: force no radar |
| cl_drawhud_force_teamid_overhead | 0: default; 1: draw teamid even if hud disabled; -1: force no teamid |
| cl_drawhud_specvote | 1: default; 0: disables vote UI for spectators |
| cl_drawline | Draws line between two 3D Points. |
| cl_dumpentity | Dumps info about an entity |
| cl_embedded_stream_audio_volume | Embedded stream audio volume |
| cl_embedded_stream_audio_volume_xmaster | Whether embedded stream audio volume gets multiplied by master volume |
| cl_enable_party_voice | Default: true |
| cl_ent_absbox | Displays the total bounding box for the given entity(s) in green. |
| cl_ent_actornames | Displays the entity name for all entities that have ShouldDisplayInActorNames true in code |
| cl_ent_animgraph_debug | Displays debug draws about the given entity(ies) animgraph Arguments: {entity_name} / {class_... |
| cl_ent_animgraph2_open_graph | Opens the graph and starts live debugging the AG2 graph for a given entity Arguments: entityName... |
| cl_ent_animgraph2_record | Starts live debugging & recording the AG2 graph for a given entity Arguments: entityName Arg... |
| cl_ent_attachment_filter_substrings | If an attachment's name has any of the given substrings in it, it will be displayed. |
| cl_ent_attachments | Displays the attachment points on an entity. |
| cl_ent_bbox | Displays the movement bounding box for the given entity(ies) in orange. |
| cl_ent_call | ent_call <funcname> <option:entname> calls function on current look target or filtername... |
| cl_ent_clear_debug_overlays | Clears all debug overlays |
| cl_ent_find | Find and list all entities with classnames or targetnames that contain the specified substrings. |
| cl_ent_find_index | Display data for entity matching specified index. |
| cl_ent_grab | grabs the object in front of the player. |