CS2 Commands Full List— Page 3 of 29

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

CommandDescription
cc_vr_width0 = narrow, 1 = med (default), 2 = wide
changelevelChanges the map and keeps all the players in the server.
chicken_stopFreezes chickens in place so they stop wandering.
cl_allow_animated_avatarsWhether or not to allow animated avatars
cl_allow_multi_input_bindsDefault: false
cl_auto_cursor_scaleAutomatic cursor size scaling.
cl_autobuyThe order in which autobuy will attempt to purchase items
cl_autohelpAuto-help
cl_avatar_convert_pngConverts all rgb avatars in the avatars directory to png
cl_avatar_convert_rgbConverts all png avatars in the avatars directory to rgb
cl_axisDraw an axis Arguments: x y z pitch yaw roll <lifetime = 10.
cl_borrow_music_from_player_slotDefault: -1
cl_boxDraw a bbox Arguments: minx miny miny maxx maxy maxz <lifetime = 10.
cl_buffer_incoming_net_messagesDefault: true
cl_buymenu_ct_nextround_highDefault: 5000
cl_buymenu_ct_nextround_lowDefault: 1400
cl_buymenu_t_nextround_highDefault: 5000
cl_buymenu_t_nextround_lowDefault: 1400
cl_buywheel_donate_keySet the key to use for donation in the buy menu.
cl_buywheel_nonumberpurchasingSet non-zero to prevent buy wheel from purchasing via number keys
cl_change_callback_limitchange callback msec warning limit
cl_checkdeclareclassesCheck game code serializers
cl_clanidCurrent clan ID for name decoration
cl_clock_correctionEnable/disable clock correction on the client.
cl_clock_recvmargin_spew_intervalDefault: 0
cl_clockdrift_max_ticksMaximum number of ticks the clock is allowed to drift before the client snaps its clock to the server's.
cl_clutch_modeIf true, mutes teammate voice chat and other distracting sounds so you can focus on enemy audio during a clutch.
cl_colorPreferred teammate color
cl_connectionretrytime_p2pNumber of seconds over which to spread retry attempts for P2P.
cl_cq_min_queueUsed by the client to inform the server of their desired queue length.
cl_crosshair_drawoutlineIf true, draws a black outline around the crosshair.
cl_crosshair_dynamic_maxdist_splitratioIf 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_innermodIf 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_outermodIf 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_splitdistIf using cl_crosshairstyle 2, this is the distance that the crosshair pips will split into 2.
cl_crosshair_friendly_warningIf true, displays a warning over a teammate when your crosshair is on them.
cl_crosshair_outlinethicknessSets the thickness of the crosshair outline.
cl_crosshair_recoilIf true, the crosshair follows the weapon recoil pattern while shooting.
cl_crosshair_sniper_widthIf >1 sniper scope cross lines gain extra width (1 for single-pixel hairline)
cl_crosshair_tIf true, hides the top line of the crosshair, leaving a T-shape.
cl_crosshairalphaSets the crosshair transparency from 0 to 255.
cl_crosshaircolorSets the crosshair color from a list of presets, or to custom RGB.
cl_crosshaircolor_bSets the blue channel (0-255) of the custom crosshair color.
cl_crosshaircolor_gSets the green channel (0-255) of the custom crosshair color.
cl_crosshaircolor_rSets the red channel (0-255) of the custom crosshair color.
cl_crosshairdotIf true, displays a dot in the center of the crosshair.
cl_crosshairgapSets the gap between the center of the crosshair and the start of each line.
cl_crosshairgap_useweaponvalueIf set to 1, the gap will update dynamically based on which weapon is currently equipped
cl_crosshairsizeSets the length of each crosshair line.
cl_crosshairstyleSets the crosshair style — static, dynamic, or legacy.
cl_crosshairthicknessSets the thickness of each crosshair line.
cl_crosshairusealphaIf true, the crosshair respects the alpha value set by cl_crosshairalpha.
cl_cursor_scaleCursor size scaling factor.
cl_deathcam_audio_mix_phase1_fade_amountSets the amount of ducking to do on death cam fade out.
cl_deathcam_audio_mix_phase1_fade_timeSets the amount of time we fade out over.
cl_deathcam_audio_mix_phase2_fade_amountSets the amount of ducking to do on death cam fade out.
cl_deathcam_audio_mix_phase2_fade_timeSets the amount of time we fade out over.
cl_deathcampanel_position_dynamicTurn on/off deathcam's kill panel dynamic Y movement
cl_deathnotices_show_numbers0: default; 1: draw names as just numbers; 2: append number on killer and victim to the name
cl_debounce_zoomWhether or not to disable holding secondary fire to cycle zoom levels
cl_debug_overlays_broadcastRender debug overlays from server.
cl_debug_precipitation_surface_graphWhen true, use the surface graph to pass in positions for rainfall.
cl_debugoverlay_cycle_domainToggles visibility of the debug overlay system.
cl_debugoverlay_cycle_stateToggles visibility of the debug overlay system.
cl_debugoverlay_dashboardMakes the debug overlay dashboard visible.
cl_debugoverlay_hide_imguiHides the overlay.
cl_debugoverlay_toggleToggles visibility of the debug overlay system.
cl_demo_predictEnable 'TrueView' when watching a demo, which attempts to recreate the client's experience more accurately.
cl_disable_deathcam_audio_mix_fade_outWhen set to true, disables audio being silenced while the death cam fades out.
cl_disable_postprocessingDefault: false
cl_disable_ragdollsDefault: false
cl_disable_round_end_reportDefault: false
cl_display_game_eventsDefault: false
cl_dm_buyrandomweaponsPlayer will automatically receive a random weapon on spawn in deathmatch if this is set to 1 (otherw...
cl_draw_only_deathnoticesFor drawing only the crosshair and death notices (used for moviemaking)
cl_draw_simulating_entitiesDefault: false
cl_drawcrossDraws a cross at the given location Arguments: x y z
cl_drawhudEnable the rendering of the hud
cl_drawhud_force_deathnotices0: default; 1: draw deathnotices even if hud disabled; -1: force no deathnotices
cl_drawhud_force_radar0: default; 1: draw radar even if hud disabled; -1: force no radar
cl_drawhud_force_teamid_overhead0: default; 1: draw teamid even if hud disabled; -1: force no teamid
cl_drawhud_specvote1: default; 0: disables vote UI for spectators
cl_drawlineDraws line between two 3D Points.
cl_dumpentityDumps info about an entity
cl_embedded_stream_audio_volumeEmbedded stream audio volume
cl_embedded_stream_audio_volume_xmasterWhether embedded stream audio volume gets multiplied by master volume
cl_enable_party_voiceDefault: true
cl_ent_absboxDisplays the total bounding box for the given entity(s) in green.
cl_ent_actornamesDisplays the entity name for all entities that have ShouldDisplayInActorNames true in code
cl_ent_animgraph_debugDisplays debug draws about the given entity(ies) animgraph Arguments: {entity_name} / {class_...
cl_ent_animgraph2_open_graphOpens the graph and starts live debugging the AG2 graph for a given entity Arguments: entityName...
cl_ent_animgraph2_recordStarts live debugging & recording the AG2 graph for a given entity Arguments: entityName Arg...
cl_ent_attachment_filter_substringsIf an attachment's name has any of the given substrings in it, it will be displayed.
cl_ent_attachmentsDisplays the attachment points on an entity.
cl_ent_bboxDisplays the movement bounding box for the given entity(ies) in orange.
cl_ent_callent_call <funcname> <option:entname> calls function on current look target or filtername...
cl_ent_clear_debug_overlaysClears all debug overlays
cl_ent_findFind and list all entities with classnames or targetnames that contain the specified substrings.
cl_ent_find_indexDisplay data for entity matching specified index.
cl_ent_grabgrabs the object in front of the player.