Use admin RCON commands on your Counter-Strike 2 server: enable the developer console, log in with rcon_password, then put rcon before every server command, like rcon changelevel de_dust2.

How to use admin RCON commands in Counter-Strike 2

  1. Turn on your console in game: Options › advanced › enabled developer console. In the current CS2 menu this is Enable Developer Console (~) under Settings › Game, set to Yes.
  2. Join your server.
  3. Open the console by pressing the tilde key (the ` key to the left of 1 on most keyboards).
  4. Type rcon_password youradminpasswordhere (with your own RCON password) and press Enter.

Example RCON commands

Now you have access to server side commands. Please note that rcon must be put before all server commands. For example:

  • rcon sv_password 1234 sets a private password on your server: 1234.
  • rcon changelevel de_dust2 changes the level to dust2.
  • rcon kick followed by a name kicks that player.
  • rcon mp_restartgame 1 restarts the game in 1 second.

To make your server public again, clear the password with rcon sv_password "".

Full command list

Here is a full list of commands. Default values are shown in quotes and descriptions after //. Commands starting with + and - are key actions (press and release) for your own game client.

This list was collected from the Source engine before CS2, and some descriptions were already cut short. Not every command still exists in Counter-Strike 2: if the console says a command is unknown, it is not available.

+ commands (key press)

+alt1
+alt2
+attack
+attack2
+back
+break
+camdistance
+camin
+cammousemove
+camout
+campitchdown
+campitchup
+camyawleft
+camyawright
+commandermousemove
+demoui2 // Bring the advanced demo player UI (demoui2) to foreground.
+duck
+forward
+graph
+grenade1
+grenade2
+jlook
+jump
+klook
+left
+lookdown
+lookspin
+lookup
+mat_texture_list
+movedown
+moveleft
+moveright
+moveup
+posedebug // Turn on pose debugger or add ents to pose debugger UI
+reload
+right
+score
+showbudget
+showbudget_texture
+showbudget_texture_global
+showscores
+showvprof
+sixense_left_point_gesture
+sixense_ratchet
+sixense_right_point_gesture
+speed
+strafe
+use
+vgui_drawtree
+voicerecord
+walk
+zoom
+zoom_in
+zoom_out

- commands (key release)

-alt1
-alt2
-attack
-attack2
-back
-break
-camdistance
-camin
-cammousemove
-camout
-campitchdown
-campitchup
-camyawleft
-camyawright
-commandermousemove
-demoui2 // Send the advanced demo player UI (demoui2) to background.
-duck
-forward
-graph
-grenade1
-grenade2
-jlook
-jump
-klook
-left
-lookdown
-lookspin
-lookup
-mat_texture_list
-movedown
-moveleft
-moveright
-moveup
-posedebug // Turn off pose debugger or hide ents from pose debugger UI
-reload
-right
-score
-showbudget
-showbudget_texture
-showbudget_texture_global
-showscores
-showvprof
-sixense_left_point_gesture
-sixense_ratchet
-sixense_right_point_gesture
-speed
-strafe
-use
-vgui_drawtree
-voicerecord
-walk
-zoom
-zoom_in
-zoom_out

A to B

achievement_debug "0" // Turn on achievement debug msgs.
achievement_disable "0" // Turn off achievements.
addip // Add an IP address to the ban list.
adsp_debug "0"
ainet_generate_report // Generate a report to the console.
ainet_generate_report_only // Generate a report to the console.
air_density // Changes the density of air for drag computations.
ai_clear_bad_links // Clears bits set on nav links indicating link is unusable
ai_debug_los "0" // itl
ai_debug_node_connect // Debug the attempted connection between two nodes
ai_debug_shoot_positions "0"
ai_disable // Bi-passes all AI logic routines and puts all NPCs into their idle animations. Can be used to get NPCs out of your way and to t
ai_drawbattlelines "0"
ai_drop_hint // Drop an ai_hint at the players current eye position.
ai_dump_hints
ai_hull // Controls which connections are shown when ai_show_hull or ai_show_connect commands are used Arguments: NPC name or classname,
ai_next_hull // Cycles through the various hull sizes. Currently selected hull size is written to the screen. Controls which connections are
ai_nodes // Toggles node display. First call displays the nodes for the given network as green objects. Second call displays the nodes a
ai_report_task_timings_on_limit "0"
ai_resume // If NPC is stepping through tasks (see ai_step ) will resume normal processing.
ai_setenabled // Like ai_disable but you manually specify the state (with a 0 or 1) instead of toggling it.
ai_set_move_height_epsilon // Set how high AI bumps up ground walkers when checking steps
ai_show_connect // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
ai_show_connect_crawl // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
ai_show_connect_fly // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
ai_show_connect_jump // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
ai_show_graph_connect // Toggles graph connection display for the node that the player is looking at. Nodes that are connected to the selected node by
ai_show_grid // Draw a grid on the floor where looking.
ai_show_hints // Displays all hints as small boxes Blue - hint is available for use Red - hint is currently being used by an NPC Orange -
ai_show_hull // Displays the allowed hulls between each node for the currently selected hull type. Hulls are color code as follows: Green -
ai_show_node // Highlight the specified node
ai_show_visibility // Toggles visibility display for the node that the player is looking at. Nodes that are visible from the selected node will be d
ai_step // use ai_step again. To resume processing no
ai_test_los // Test AI LOS from the players POV
ai_think_limit_label "0"
ai_vehicle_avoidance "1"
alias // Alias a command.
ammo_338mag_max "30"
ammo_357sig_max "52"
ammo_45acp_max "100"
ammo_50AE_max "35"
ammo_556mm_box_max "200"
ammo_556mm_max "90"
ammo_57mm_max "100"
ammo_762mm_max "90"
ammo_9mm_max "120"
ammo_buckshot_max "32"
ammo_decoy_max "1"
ammo_flashbang_max "1"
ammo_hegrenade_max "1"
ammo_molotov_max "1"
ammo_smokegrenade_max "1"
askconnect_accept // Accept a redirect request by the server.
asw_engine_finished_building_map // Notify engine that weve finished building a map
async_resume
async_suspend
audit_save_in_memory // Audit the memory usage and files in the save-to-memory system
autobuy // Attempt to purchase items with the order listed in cl_autobuy
autosave // Autosave
autosavedangerous // AutoSaveDangerous
autosavedangerousissafe
banid // Add a user ID to the ban list.
banip // Add an IP address to the ban list.
benchframe // Takes a snapshot of a particular frame in a time demo.
bench_end // Ends gathering of info.
bench_showstatsdialog // Shows a dialog displaying the most recent benchmark results.
bench_start // Starts gathering of info. Arguments: filename to write results into
bench_upload // Uploads most recent benchmark stats to the Valve servers.
bind // Bind a key.
BindToggle // Performs a bind <key> increment var <cvar> 0 1 1
bind_osx // Bind a key for OSX only.
bink_dump_precached_movies // Dumps information about all precached Bink movies
blackbox_dump // Dump the contents of the blackbox
blackbox_record // Record an entry into the blackbox
bot_add // bot_add <t|ct> <type> <difficulty> <name> - Adds a bot matching the given criteria.
bot_add_ct // bot_add_ct <type> <difficulty> <name> - Adds a Counter-Terrorist bot matching the given criteria.
bot_add_t // bot_add_t <type> <difficulty> <name> - Adds a terrorist bot matching the given criteria.
bot_all_weapons // Allows the bots to use all weapons
bot_autodifficulty_threshold "0" // Percentage of Contribution Score that a bot must be outside of to change its difficulty (i.e. Contrib Score in the range [human
bot_chatter "0" // or normal.
bot_crouch "0"
bot_debug "0" // For internal testing purposes.
bot_debug_target "0" // For internal testing purposes.
bot_defer_to_human "0" // the bots will not do the scenario tasks.
bot_difficulty "1" // 3=expert.
bot_dont_shoot "0" // bots will not fire weapons (for debugging).
bot_freeze "0"
bot_goto_mark // Sends a bot to the marked nav area (useful for testing navigation meshes)
bot_goto_selected // Sends a bot to the selected nav area (useful for testing navigation meshes)
bot_join_after_player "1" // bots wait until a player joins before entering the game.
bot_join_team "0" // or CT.
bot_kick // matching the given criteria.
bot_kill // matching the given criteria.
bot_knives_only // Restricts the bots to only using knives
bot_loadout "0" // bots are given these items at round start
bot_mimic "0"
bot_mimic_yaw_offset "180"
bot_pistols_only // Restricts the bots to only using pistols
bot_place // bot_place - Places a bot from the map at where the local player is pointing.
bot_quota "0" // Determines the total number of bots in the game.
bot_quota_mode "0" // Determines the type of quota. Allowed values: normal, fill, and match. If fill, the server will adjust bots to keep N p
bot_randombuy "0" // should bots ignore their prefered weapons and just buy weapons at random?
bot_show_battlefront "0" // Show areas where rushing players will initially meet.
bot_show_nav "0" // For internal testing purposes.
bot_show_occupy_time "0" // Show when each nav area can first be reached by each team.
bot_snipers_only // Restricts the bots to only using sniper rifles
bot_stop "0" // immediately stops all bot processing.
bot_stop_control // Release control of a bot.
bot_take_control // Take control of a bot.
bot_traceview "0" // For internal testing purposes.
bot_zombie "0" // bots will stay in idle mode and not attack.
box // Draw a debug box.
buddha // Toggle. Player takes damage but wont die. (Shows red cross when health is zero)
budget_averages_window "30" // number of frames to look at when figuring out average frametimes
budget_background_alpha "128" // how translucent the budget panel is
budget_bargraph_background_alpha "128" // how translucent the budget panel is
budget_bargraph_range_ms "16" // budget bargraph range in milliseconds
budget_history_numsamplesvisible "100" // number of samples to draw in the budget history window. The lower the better as far as rendering overhead of the budget panel
budget_history_range_ms "66" // budget history range in milliseconds
budget_panel_bottom_of_history_fraction "0" // number between 0 and 1
budget_panel_height "384" // height in pixels of the budget panel
budget_panel_width "512" // width in pixels of the budget panel
budget_panel_x "0" // number of pixels from the left side of the game screen to draw the budget panel
budget_panel_y "50" // number of pixels from the top side of the game screen to draw the budget panel
budget_peaks_window "30" // number of frames to look at when figuring out peak frametimes
budget_show_averages "0" // enable/disable averages in the budget panel
budget_show_history "0" // turn history graph off and on. . good to turn off on low end
budget_show_peaks "1" // enable/disable peaks in the budget panel
budget_toggle_group // Turn a budget group on/off
bug // Show the bug reporting UI.
bugreporter_uploadasync "0" // Upload attachments asynchronously
bugreporter_username "0" // Username to use for bugreporter
bug_swap // Automatically swaps the current weapon for the bug bait and back again.
buildcubemaps // Rebuild cubemaps.
buildmodelforworld // buildmodelforworld
buymenu // Show or hide main buy menu

C

cache_print // cache_print [section] Print out contents of cache memory.
cache_print_lru // cache_print_lru [section] Print out contents of cache memory.
cache_print_summary // cache_print_summary [section] Print out a summary contents of cache memory.
camortho // Switch to orthographic camera.
cam_collision "1" // an attempt is made to keep the camera from passing though walls.
cam_command // Tells camera to change modes
cam_idealdelta "4" // Controls the speed when matching offset to ideal angles in thirdperson view
cam_idealdist "150"
cam_idealdistright "0"
cam_idealdistup "0"
cam_ideallag "4" // Amount of lag used when matching offset to ideal angles in thirdperson view
cam_idealpitch "0"
cam_idealyaw "0"
cam_showangles "0" // print viewangles/idealangles/cameraoffsets to the console.
cam_snapto "0"
cancelselect
cast_hull // Tests hull collision detection
cast_ray // Tests collision detection
cc_emit // Emits a closed caption
cc_findsound // Searches for soundname which emits specified text.
cc_flush // Flushes asyncd captions.
cc_lang "0" // Current close caption language (emtpy = use game UI language)
cc_linger_time "1" // Close caption linger time.
cc_predisplay_time "0" // Close caption delay before showing caption.
cc_random // Emits a random caption
cc_showblocks // Toggles showing which blocks are pending/loaded async.
cc_subtitles "0" // wont help hearing impaired players).
centerview
changelevel // Change server to the specified map
changelevel2 // Transition to the specified map in single player
chet_debug_idle "0" // many debug prints to help track down the TLK_IDLE issue. Set two for super verbose info
ch_createairboat // Spawn airboat in front of the player.
ch_createjeep // Spawn jeep in front of the player.
clear // Clear all console output.
clear_anim_cache // freeing the memory (until the next time a streaming animblock is requested).
clear_debug_overlays // clears debug overlays
clientport "27005" // Host game client port
closecaption "0" // Enable close captioning.
cl_allowdownload "0" // Client downloads customization files
cl_allowupload "0" // Client uploads customization files
cl_animationinfo // Hud element to examine.
cl_autobuy "0" // The order in which autobuy will attempt to purchase items
cl_autohelp "0" // Auto-help
cl_autowepswitch "0" // Automatically switch to picked up weapons (if more powerful)
cl_backspeed "450"
cl_bob "0"
cl_bobamt_lat "0"
cl_bobamt_vert "0"
cl_bobcycle "1"
cl_bobup "0"
cl_bob_lower_amt "21"
cl_brushfastpath "1"
cl_buy_favorite // Purchase a favorite weapon/equipment loadout
cl_buy_favorite_nowarn "0" // Skips the error prompt when saving an invalid buy favorite
cl_buy_favorite_quiet "0" // Skips the prompt when saving a buy favorite in the buy menu
cl_buy_favorite_reset // Reset favorite loadouts to the default
cl_buy_favorite_set // Saves the current loadout as a favorite
cl_camera_follow_bone_index "-2" // Index of the bone to follow. -2 == disabled. -1 == root bone. 0+ is bone index.
cl_chatfilters "63" // Stores the chat filter settings
cl_class "0" // Default class when joining a game
cl_clearhinthistory // Clear memory of client side hints displayed to the player.
cl_clockdrift_max_ms "150" // Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the servers.
cl_clockdrift_max_ms_threadmode "0" // Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the servers.
cl_clock_correction "1" // Enable/disable clock correction on the client.
cl_clock_correction_adjustment_max_amount "200" // Sets the maximum number of milliseconds per second it is allowed to correct the client clock. It will only correct this amount
cl_clock_correction_adjustment_max_offset "90" // it moves towards apply
cl_clock_correction_adjustment_min_offset "10" // then no clock correction is applied.
cl_clock_correction_force_server_tick "999" // Force clock correction to match the server tick + this offset (-999 disables it).
cl_clock_showdebuginfo "0" // Show debugging info about the clock drift.
cl_cmdrate "66" // Max number of command packets sent to server per second
cl_crosshairalpha "255"
cl_crosshaircolor "1" // Set crosshair color as defined in game_options.360.txt
cl_crosshaircolor_b "250"
cl_crosshaircolor_g "250"
cl_crosshaircolor_r "50"
cl_crosshairdot "0"
cl_crosshairscale "768" // Crosshair scaling factor (deprecated)
cl_crosshairsize "7"
cl_crosshairthickness "0"
cl_crosshairusealpha "1"
cl_debugrumble "0" // Turn on rumble debugging spew
cl_detail_avoid_force "0" // percentage of the width of the detail sprite )
cl_detail_avoid_radius "64" // radius around detail sprite to avoid players
cl_detail_avoid_recover_speed "0" // how fast to recover position after avoiding players
cl_detail_max_sway "5" // Amplitude of the detail prop sway
cl_detail_multiplier "1" // extra details to create
cl_disablefreezecam "1" // Turn on/off freezecam on client
cl_disable_ragdolls "0"
cl_downloadfilter "0" // nosounds)
cl_drawhud "1" // Enable the rendering of the hud
cl_drawleaf "-1"
cl_drawmaterial "0" // Draw a particular material over the frame
cl_drawshadowtexture "0"
cl_dumpplayer // Dumps info about a player
cl_dumpsplithacks // Dump split screen workarounds.
cl_dump_particle_stats // dump particle profiling info to particle_profile.csv
cl_dynamiccrosshair "0"
cl_enable_weapon_voiceover "1" // Enable/Disable weapon name voice over.
cl_entityreport "0" // draw entity states to console
cl_ent_absbox // Displays the clients absbox for the entity under the crosshair.
cl_ent_bbox // Displays the clients bounding box for the entity under the crosshair.
cl_ent_rbox // Displays the clients render box for the entity under the crosshair.
cl_extrapolate "1" // Enable/disable extrapolation if interpolation history runs out.
cl_extrapolate_amount "0" // Set how many seconds the client will extrapolate entities for.
cl_fastdetailsprites "1" // whether to use new detail sprite system
cl_find_ent // Find and list all client entities with classnames that contain the specified substring. Format: cl_find_ent <substring>
cl_find_ent_index // Display data for clientside entity matching specified index. Format: cl_find_ent_index <index>
cl_fixedcrosshairgap "3" // How big to make the gap between the pips in the fixed crosshair
cl_flushentitypacket "0" // For debugging. Force the engine to flush an entity packet.
cl_forcepreload "1" // Whether we should force preloading.
cl_forwardspeed "450"
cl_fullupdate // Forces the server to send a full update packet
cl_game_mode_convars // Display the values of the convars for the current game_mode.
cl_idealpitchscale "0"
cl_ignorepackets "0" // Force client to ignore packets (for debugging).
cl_interp "0" // Sets the interpolation amount (bounded on low side by server interp ratio settings).
cl_interp_ratio "2" // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
cl_jiggle_bone_debug "0" // Display physics-based jiggle bone debugging information
cl_jiggle_bone_debug_pitch_constraints "0" // Display physics-based jiggle bone debugging information
cl_jiggle_bone_debug_yaw_constraints "0" // Display physics-based jiggle bone debugging information
cl_jiggle_bone_invert "0"
cl_lagcompensation "1" // Perform server side lag compensation of weapon firing events.
cl_language "0" // Language (from Steam API)
cl_leafsystemvis "0"
cl_leveloverview "0"
cl_leveloverviewmarker "0"
cl_logofile "0" // Spraypoint logo decal.
cl_maxrenderable_dist "3000" // Max distance from the camera at which things will be rendered
cl_minimal_rtt_shadows "1"
cl_mouseenable "0"
cl_mouselook "1" // 0 for keyboard look. Cannot be set while connected to a server.
cl_observercrosshair "1"
cl_overdraw_test "0"
cl_panelanimation // Shows panel animation variables: <panelname | blank for all panels>.
cl_particles_dumplist // optional name substring.
cl_particles_dump_effects
cl_particles_show_bbox "0"
cl_particles_show_controlpoints "0"
cl_particle_retire_cost "0"
cl_pclass "0" // Dump entity by prediction classname.
cl_pdump "-1" // Dump info about this entity to screen.
cl_phys_show_active "0"
cl_phys_timescale "1" // Sets the scale of time for client-side physics (ragdolls)
cl_pitchdown "89"
cl_pitchup "89"
cl_playerspraydisable "1" // Disable player sprays.
cl_portal_use_new_dissolve "1" // Use new dissolve effect
cl_precacheinfo // Show precache info (client).
cl_predict "1" // Perform client side prediction.
cl_predictioncopy_describe // Describe datamap_t for entindex
cl_predictionlist "0" // Show which entities are predicting
cl_predictweapons "1" // Perform client side prediction of weapon effects.
cl_pred_track // for field fieldname.
cl_ragdoll_gravity "600" // Sets the gravity client-side ragdolls
cl_rebuy "0" // The order in which rebuy will attempt to repurchase items
cl_reloadpostprocessparams
cl_removedecals // Remove the decals from the entity under the crosshair.
cl_report_soundpatch // reports client-side sound patch count
cl_resend "6" // Delay in seconds before the client will resend the connect attempt
cl_resend_timeout "60" // Total time allowed for the client to resend the connect attempt
cl_righthand "1" // Use right-handed view models.
cl_rumblescale "0" // Scale sensitivity of rumble effects (0 to 1.0)
cl_scalecrosshair "1" // Enable crosshair scaling (deprecated)
cl_shadowtextureoverlaysize "256"
cl_showanimstate_activities "0" // Show activities in the (client) animation state display.
cl_showents // Dump entity list to console.
cl_showerror "0" // 2 for above plus detailed field deltas.
cl_showevents "0" // Print event firing info in the console
cl_showfps "0" // +10 = detailed )
cl_showhelp "0" // Set to 0 to not show on-screen help
cl_showloadout "1" // Toggles display of current loadout.
cl_showncustomtabhelp "0"
cl_showpluginmessages "0" // Allow plugins to display messages to you
cl_showpos "0" // Draw current position at top of screen
cl_show_scaleform_achievement_popups "1"
cl_sidespeed "450"
cl_skipfastpath "0" // Set to 1 to stop all models that go through the model fast path from rendering
cl_skipslowpath "0" // Set to 1 to skip any models that dont go through the model fast path
cl_soundemitter_flush // Flushes the sounds.txt system (server only)
cl_soundemitter_reload // Flushes the sounds.txt system
cl_soundfile "0" // Jingle sound file.
cl_soundscape_flush // Flushes the client side soundscapes
cl_soundscape_printdebuginfo // print soundscapes
cl_spec_mode "4" // Saves the last viewed spectator mode for use next time we start to spectate
cl_sporeclipdistance "512"
cl_ss_origin // print origin in script format
cl_steamscreenshots // Enable/disable saving screenshots to Steam
cl_sunlight_ortho_size "0" // Set to values greater than 0 for ortho view render projections.
cl_sun_decay_rate "0"
cl_team "0" // Default team when joining a game
cl_timeout "35" // the client will disconnect itself
cl_tree_sway_dir // sets tree sway wind direction and strength
cl_updaterate "66" // Number of packets per second of updates you are requesting from the server
cl_updatevisibility // Updates visibility bits.
cl_upspeed "320"
cl_use_new_headbob "1"
cl_view // Set the view entity index.
cl_viewmodel_shift_left_amt "1"
cl_viewmodel_shift_right_amt "0"
cl_winddir "0" // Weather effects wind direction angle
cl_windspeed "0" // Weather effects wind speed scalar
cl_wpn_sway_scale "1"
cmd // Forward command to server.
cmd1 // sets userinfo string for split screen player in slot 1
cmd2 // sets userinfo string for split screen player in slot 2
cmd3 // sets userinfo string for split screen player in slot 3
cmd4 // sets userinfo string for split screen player in slot 4
collision_test // Tests collision system
colorcorrectionui // Show/hide the color correction tools UI.
commentary_cvarsnotchanging
commentary_finishnode
commentary_firstrun "0"
commentary_showmodelviewer // Display the commentary model viewer. Usage: commentary_showmodelviewer <model name> <optional attached model name>
commentary_testfirstrun
condump // dump the text currently in the console to condumpXX.log
connect // Connect to specified server.
con_enable "1" // Allows the console to be activated.
crash // Cause the engine to crash (Debug!!)
CreatePredictionError // Create a prediction error
create_flashlight
creditsdone
crosshair "1"
cs_make_vip // Marks a player as the VIP
cs_ShowStateTransitions "-2" // cs_ShowStateTransitions <ent index or -1 for all>. Show player state transitions.
CS_WarnFriendlyDamageInterval "1" // Defines how frequently the server notifies clients that a player damaged a friend
cursortimeout "60" // Seconds before mouse cursor hides itself due to inactivity
cvarlist // Show the list of convars/concommands.
c_maxdistance "200"
c_maxpitch "90"
c_maxyaw "135"
c_mindistance "30"
c_minpitch "0"
c_minyaw "-135"
c_orthoheight "100"
c_orthowidth "100"
c_thirdpersonshoulder "0"
c_thirdpersonshoulderaimdist "120"
c_thirdpersonshoulderdist "40"
c_thirdpersonshoulderheight "5"
c_thirdpersonshoulderoffset "20"

D to F

dbghist_addline // Add a line to the debug history. Format: <category id> <line>
dbghist_dump // Dump the debug history to the console. Format: <category id> Categories: 0: Entity I/O 1: AI Decisions 2: Sc
dbg_testdynamicwearablegib
debugsystemui // Show/hide the debug system UI.
debug_visibility_monitor "0"
default_fov "90"
demolist // Print demo sequence list.
demos // Demo demo file sequence.
demoui // Show/hide the demo player UI.
demoui2 // Show/hide the advanced demo player UI (demoui2).
demo_gototick // Skips to a tick in demo.
demo_pause // Pauses demo playback.
demo_recordcommands "1" // Record commands typed at console into .dem files.
demo_resume // Resumes demo playback.
demo_timescale // Sets demo replay speed.
demo_togglepause // Toggles demo playback.
developer "0" // Set developer message level
devshots_nextmap // Used by the devshots system to go to the next map in the devshots maplist.
devshots_screenshot // use the screenshot command instead.
differences // Show all convars which are not at their default values.
disable_static_prop_loading "0" // static props wont be loaded
disconnect // Disconnect game from server.
display_elapsedtime // Displays how much time has elapsed since the game started
display_game_events "0"
disp_list_all_collideable // List all collideable displacements
dlight_debug // Creates a dlight in front of the player
drawcross // Draws a cross at the given location Arguments: x y z
drawline // Draws line between two 3D Points. Green if no collision Red is collides with something Arguments: x1 y1 z1 x2 y2 z2
drawradar // Draws HUD radar
dsp_dist_max "1440"
dsp_dist_min "0"
dsp_enhance_stereo "0"
dsp_off "0"
dsp_player "0"
dsp_reload
dsp_slow_cpu "1"
dsp_volume "0"
dti_flush // Write out the datatable instrumentation files (you must run with -dti for this to work).
dumpentityfactories // Lists all entity factory names.
dumpeventqueue // Dump the contents of the Entity I/O event queue to the console.
dumpgamestringtable // Dump the contents of the game string table to the console.
dumpstringtables // Print string tables to console.
dump_entity_sizes // Print sizeof(entclass)
dump_globals // Dump all global entities/states
dump_particlemanifest // Dump the list of particles loaded.
echo // Echo text to console.
editdemo // Edit a recorded demo file (.dem ).
editor_toggle // Disables the simulation and returns focus to the editor
enable_debug_overlays "1" // Enable rendering of debug overlays
enable_skeleton_draw "0" // Render skeletons in wireframe
endmovie // Stop recording movie frames.
endround // End the current round.
english "1" // running the english language set of assets.
ent_absbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar
ent_attachments // Displays the attachment points on an entity. Arguments: {entity_name} / {class_name} / no argument picks what player is loo
ent_autoaim // Displays the entitys autoaim radius. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_bbox // Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlay
ent_cancelpendingentfires // Cancels all ent_fire created outputs that are currently waiting for their delay to expire.
ent_create // Creates an entity of the given type where the player is looking.
ent_dump // Usage: ent_dump <entity name>
ent_fire // Usage: ent_fire <target> [action] [value] [delay]
ent_info // Usage: ent_info <class name>
ent_keyvalue // Applies the comma delimited key=value pairs to the entity with the given Hammer ID. Format: ent_keyvalue <entity id> <key1>=<v
ent_messages // Toggles input/output message display for the selected entity(ies). The name of the entity will be displayed as well as any mes
ent_messages_draw "0" // Visualizes all entity input/output activity.
ent_name
ent_orient // only orients target entitys YAW. Use the allangles opt
ent_pause // Toggles pausing of input/output message processing for entities. When turned on processing of all message will stop. Any mess
ent_pivot // Displays the pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red). Arguments: {entity_name} / {class
ent_rbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar
ent_remove // Removes the given entity(s) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_remove_all // Removes all entities of the specified type Arguments: {entity_name} / {class_name}
ent_rotate // Rotates an entity by a specified # of degrees
ent_script_dump // Dumps the names and values of this entitys script scope to the console Arguments: {entity_name} / {class_name} / no argume
ent_setang // Set entity angles
ent_setname // Sets the targetname of the given entity(s) Arguments: {new entity name} {entity_name} / {class_name} / no argument picks wh
ent_setpos // Move entity to position
ent_show_response_criteria // an entitys current criteria set used to select responses. Arguments: {entity_name} / {class_name} /
ent_step // When ent_pause is set this will step through one waiting input / output message at a time.
ent_teleport // Teleport the specified entity to where the player is looking. Format: ent_teleport <entity name>
ent_text // Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_
ent_viewoffset // Displays the eye position for the given entity(ies) in red. Arguments: {entity_name} / {class_name} / no argument picks wha
envmap
escape // Escape key pressed.
exec // Execute script file.
execifexists // Execute script file if file exists.
exit // Exit the engine.
explode // Kills the player with explosive damage
explodevector // Kills a player applying an explosive force. Usage: explodevector <player> <x value> <y value> <z value>
fadein // fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds.
fadeout // fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds.
ff_damage_reduction_bullets "0" // How much to reduce damage done to teammates when shot. Range is from 0 - 1 (with 1 being damage equal to what is done to an en
ff_damage_reduction_grenade "0" // How much to reduce damage done to teammates by a thrown grenade. Range is from 0 - 1 (with 1 being damage equal to what is don
ff_damage_reduction_grenade_self "1" // How much to damage a player does to himself with his own grenade. Range is from 0 - 1 (with 1 being damage equal to what is do
ff_damage_reduction_other "0" // How much to reduce damage done to teammates by things other than bullets and grenades. Range is from 0 - 1 (with 1 being damag
find // Find concommands with the specified string in their name/help text.
findflags // Find concommands by flags.
find_ent // Find and list all entities with classnames or targetnames that contain the specified substring. Format: find_ent <substring>
find_ent_index // Display data for entity matching specified index. Format: find_ent_index <index>
firetarget
firstperson // Switch to firstperson camera.
fish_debug "0" // Show debug info for fish
fish_dormant "0" // Turns off interactive fish behavior. Fish become immobile and unresponsive.
flush // Flush unlocked cache memory.
flush_locked // Flush unlocked and locked cache memory.
fogui // Show/hide fog control UI.
fog_color "-1"
fog_colorskybox "-1"
fog_enable "1"
fog_enableskybox "1"
fog_enable_water_fog "1"
fog_end "-1"
fog_endskybox "-1"
fog_hdrcolorscale "-1"
fog_hdrcolorscaleskybox "-1"
fog_maxdensity "-1"
fog_maxdensityskybox "-1"
fog_override "0" // Overrides the maps fog settings (-1 populates fog_ vars with maps values)
fog_start "-1"
fog_startskybox "-1"
forcebind // Bind a command to an available key. (forcebind command opt:suggestedKey)
force_audio_english "0" // Keeps track of whether were forcing english in a localized language.
force_centerview
foundry_engine_get_mouse_control // Give the engine control of the mouse.
foundry_engine_release_mouse_control // Give the control of the mouse back to Hammer.
foundry_select_entity // Select the entity under the crosshair or select entities with the specified name.
foundry_sync_hammer_view // Move Hammers 3D view to the same position as the engines 3D view.
foundry_update_entity // Updates the entitys position/angles when in edit mode
fps_screenshot_frequency "10" // While the fps is below the threshold we will dump a screen shot this often in seconds (i.e. 10 = screen shot every 10 seconds w
fps_screenshot_threshold "-1" // Dump a screenshot when the FPS drops below the given value.
fs_clear_open_duplicate_times // Clear the list of files that have been opened.
fs_dump_open_duplicate_times // Set fs_report_long_reads 1 before loading to use this. Prints a list of files that were opened more than once and ~how long was
fs_fios_cancel_prefetches // Cancels all the prefetches in progress.
fs_fios_flush_cache // Flushes the FIOS HDD cache.
fs_fios_prefetch_file // Prefetches a file: </PS3_GAME/USRDIR/filename.bin>. The preftech is medium priority and persistent.
fs_fios_prefetch_file_in_pack // Prefetches a file in a pack: <portal2/models/container_ride/fineDebris_part5.ani>. The preftech is medium priority and non-pers
fs_fios_print_prefetches // Displays all the prefetches currently in progress.
fs_printopenfiles // Show all files currently opened by the engine.
fs_syncdvddevcache // Force the 360 to get updated files that are in your p4 changelist(s) from the host PC when running with -dvddev.
fs_warning_level // Set the filesystem warning level.
func_break_max_pieces "15"
fx_new_sparks "1" // Use new style sparks.

G to I

g15_dumpplayer // Spew player data.
g15_reload // Reloads the Logitech G-15 Keyboard configs.
g15_update_msec "250" // Logitech G-15 Keyboard update interval.
gameinstructor_dump_open_lessons // Gives a list of all currently open lessons.
gameinstructor_enable "0" // Display in game lessons that teach new players.
gameinstructor_find_errors "0" // Set to 1 and the game instructor will run EVERY scripted command to uncover errors.
gameinstructor_reload_lessons // Shuts down all open lessons and reloads them from the script file.
gameinstructor_reset_counts // Resets all display and success counts to zero.
gameinstructor_save_restore_lessons "1" // Set to 0 to disable save/load of open lesson opportunities in single player.
gameinstructor_verbose "0" // Set to 1 for standard debugging or 2 (in combo with gameinstructor_verbose_lesson) to show update actions.
gameinstructor_verbose_lesson "0" // Display more verbose information for lessons have this name.
gamemenucommand // Issue game menu command.
gamepadslot1
gamepadslot2
gamepadslot3
gamepadslot4
gamepadslot5
gamepadslot6
gameui_activate // Shows the game UI
gameui_allowescape // Escape key allowed to hide game UI
gameui_allowescapetoshow // Escape key allowed to show game UI
gameui_hide // Hides the game UI
gameui_preventescape // Escape key doesnt hide game UI
gameui_preventescapetoshow // Escape key doesnt show game UI
getpos // dump position and angles to the console
getpos_exact // dump origin and angles to the console
give // Give item to player. Arguments: <item_name>
givecurrentammo // Give a supply of ammo for current weapon..
global_event_log_enabled "0" // Enables the global event log system
global_set // 2 = DEAD).
glow_outline_effect_enable "1" // Enable entity outline glow effects.
glow_outline_width "6" // Width of glow outline effect in screen space.
gl_clear_randomcolor "0" // Clear the back buffer to random colors every frame. Helps spot open seams in geometry.
god // Toggle. Player becomes invulnerable.
gods // Toggle. All players become invulnerable.
groundlist // Display ground entity list <index>
g_debug_angularsensor "0"
g_debug_constraint_sounds "0" // Enable debug printing about constraint sounds.
g_debug_ragdoll_removal "0"
g_debug_ragdoll_visualize "0"
g_debug_trackpather "0"
g_debug_vehiclebase "0"
g_debug_vehicledriver "0"
g_debug_vehicleexit "0"
g_debug_vehiclesound "0"
g_jeepexitspeed "100"
hammer_update_entity // Updates the entitys position/angles when in edit mode
hammer_update_safe_entities // Updates entities in the map that can safely be updated (dont have parents or are affected by constraints). Also excludes entit
heartbeat // Force heartbeat of master servers
help // Find help about a convar/concommand.
hideconsole // Hide the console.
hidehud "0"
hidepanel // Hides a viewport panel <name>
hideradar // Hides HUD radar
hidescores // Forcibly hide score panel
hide_main_menu // Hide the main menu
hide_sf_main_menu // Hide the Scaleform main menu
hostage_debug "0" // Show hostage AI debug information
hostfile "0" // The HOST file to load.
hostip "-1062731136.000" // Host game server ip
hostname "0" // Hostname for server.
hostport "27015" // Host game server port
host_flush_threshold "12" // Memory threshold below which the host should flush caches between server instances
host_map "0" // Current map name.
host_reset_config // reset config (for testing) with param as splitscreen index.
host_runofftime // Run off some time without rendering/updating sounds
host_sleep "0" // Force the host to sleep a certain number of milliseconds each frame.
host_timescale "1" // Prescale the clock by this amount.
host_writeconfig // Store current settings to config.cfg (or specified .cfg file).
host_writeconfig_ss // Store current settings to config.cfg (or specified .cfg file) with first param as splitscreen index.
hud_fastswitch "1"
hud_reloadscheme // Reloads hud layout and animation scripts.
hud_scaling "0" // Scales hud elements
hud_showtargetid "1" // Enables display of target names
hud_subtitles // Plays the Subtitles: <filename>
hud_takesshots "0" // Auto-save a scoreboard screenshot at the end of a map.
hunk_print_allocations
hunk_track_allocation_types "1"
hurtme // Hurts the player. Arguments: <health to lose>
impulse
incrementvar // Increment specified convar value.
inferno_child_spawn_interval_multiplier "1" // Amount spawn interval increases for each child
inferno_child_spawn_max_depth "4"
inferno_damage "40" // Damage per second
inferno_debug "0"
inferno_dlight_spacing "200" // Inferno dlights are at least this far apart
inferno_flame_lifetime "7" // Average lifetime of each flame in seconds
inferno_flame_spacing "50" // Minimum distance between separate flame spawns
inferno_forward_reduction_factor "0"
inferno_friendly_fire_duration "6" // FF is credited back to the thrower.
inferno_initial_spawn_interval "0" // Time between spawning flames for first fire
inferno_max_child_spawn_interval "1" // Largest time interval for child flame spawning
inferno_max_flames "32" // Maximum number of flames that can be created
inferno_max_range "300" // Maximum distance flames can spread from their initial ignition point
inferno_per_flame_spawn_duration "5" // Duration each new flame will attempt to spawn new flames
inferno_scorch_decals "1"
inferno_spawn_angle "45" // Angular change from parent
inferno_surface_offset "20"
inferno_velocity_decay_factor "0"
inferno_velocity_factor "0"
inferno_velocity_normal_factor "0"
invnext
invnextgrenade
invnextnongrenade
invprev
in_forceuser "0" // Force user input to this split screen player.
ip "0" // Overrides IP for multihomed hosts
items_game_use_local "1" // items_game.txt will not be stomped by the GC.
item_show_whitelistable_definitions // Lists the item definitions that can be whitelisted in the item_whitelist.txt file in tournament mode.

J to L

joinsplitscreen // join split screen
joyadvancedupdate
joystick "0" // false otherwise.
joy_accelmax "1"
joy_accelscale "0"
joy_advanced "0"
joy_advaxisr "0"
joy_advaxisu "0"
joy_advaxisv "0"
joy_advaxisx "0"
joy_advaxisy "0"
joy_advaxisz "0"
joy_autoaimdampen "0" // How much to scale user stick input when the gun is pointing at a valid target.
joy_autoaimdampenrange "0" // The stick range where autoaim dampening is applied. 0 = off
joy_axisbutton_threshold "0" // Analog axis range before a button press is registered.
joy_cfg_preset "1"
joy_circle_correct "1"
joy_diagonalpov "0" // too.
joy_display_input "0"
joy_forwardsensitivity "-1"
joy_forwardthreshold "0"
joy_gamma "0"
joy_inverty "0" // Whether to invert the Y axis of the joystick for looking.
joy_lowend "1"
joy_lowmap "1"
joy_movement_stick "0" // Which stick controls movement (0 is left stick)
joy_name "0"
joy_no_accel_jump "0"
joy_pitchsensitivity "0" // joystick pitch sensitivity
joy_pitchthreshold "0"
joy_response_look "0" // 1=Acceleration Promotion
joy_response_look_pitch "1" // 1=Acceleration Promotion
joy_response_move "1" // 1/sensitivity
joy_sensitive_step0 "0"
joy_sensitive_step1 "0"
joy_sensitive_step2 "0"
joy_sidesensitivity "1"
joy_sidethreshold "0"
joy_wingmanwarrior_centerhack "0" // Wingman warrior centering hack.
joy_wingmanwarrior_turnhack "0" // Wingman warrior hack related to turn axes.
joy_yawsensitivity "-1" // joystick yaw sensitivity
joy_yawthreshold "0"
jpeg // Take a jpeg screenshot: jpeg <filename> <quality 1-100>.
kdtree_test // Tests spatial partition for entities queries.
key_findbinding // Find key bound to specified command string.
key_listboundkeys // List bound keys with bindings.
key_updatelayout // Updates game keyboard layout to current windows keyboard setting.
kick // Kick a player by name.
kickid // with a message.
kill // Kills the player with generic damage
killserver // Shutdown the server.
killvector // Kills a player applying force. Usage: killvector <player> <x value> <y value> <z value>
lastinv
lightcache_maxmiss "2"
lightprobe // Samples the lighting environment. Creates a cubemap and a file indicating the local lighting in a subdirectory called material
light_crosshair // Show texture color at crosshair
linefile // Parses map leak data from .lin file
listdemo // List demo file contents.
listid // Lists banned users.
listip // List IP addresses on the ban list.
listmodels // List loaded models.
listRecentNPCSpeech // Displays a list of the last 5 lines of speech from NPCs.
load // Load a saved game.
loadcommentary
loader_dump_table
locator_split_len "0"
locator_split_maxwide_percent "0"
log // and udp < on | off >.
logaddress_add // Set address and port for remote host <ip:port>.
logaddress_del // Remove address and port for remote host <ip:port>.
logaddress_delall // Remove all udp addresses being logged to
logaddress_list // List all addresses currently being used by logaddress.
log_color // Set the color of a logging channel.
log_dumpchannels // Dumps information about all logging channels.
log_flags // Set the flags on a logging channel.
log_level // Set the spew level of a logging channel.
lookspring "0"
lookstrafe "0"
loopsingleplayermaps "0"

M

map // Start playing on specified map.
maps // Displays list of maps.
map_background // Runs a map as the background to the main menu.
map_commentary // on a specified map.
map_edit
map_setbombradius // Sets the bomb radius for the map.
map_showbombradius // Shows bomb radius from the center of each bomb site and planted bomb.
map_showspawnpoints // Shows player spawn points (red=invalid)
mat_accelerate_adjust_exposure_down "40"
mat_aniso_disable "0" // NOTE: You must change mat_forceaniso after changing this convar for this to take effect
mat_bloomamount_rate "0"
mat_bloom_scalefactor_scalar "0"
mat_bumpbasis "0"
mat_camerarendertargetoverlaysize "128"
mat_colcorrection_forceentitiesclientside "0" // Forces color correction entities to be updated on the client
mat_configcurrent // show the current video control panel config for the material system
mat_crosshair // Display the name of the material under the crosshair
mat_crosshair_edit // open the material under the crosshair in the editor defined by mat_crosshair_edit_editor
mat_crosshair_explorer // open the material under the crosshair in explorer and highlight the vmt file
mat_crosshair_printmaterial // print the material under the crosshair
mat_crosshair_reloadmaterial // reload the material under the crosshair
mat_debug // Activates debugging spew for a specific material.
mat_debugalttab "0"
mat_debug_bloom "0"
mat_displacementmap "1"
mat_drawflat "0"
mat_drawwater "1"
mat_dynamiclightmaps "0"
mat_dynamicPaintmaps "0"
mat_dynamic_tonemapping "1"
mat_edit // Bring up the material under the crosshair in the editor
mat_exposure_center_region_x "0"
mat_exposure_center_region_y "0"
mat_fastclip "0"
mat_fastnobump "0"
mat_fillrate "0"
mat_forcedynamic "0"
mat_force_bloom "0"
mat_force_tonemap_min_avglum "-1" // Override. Old default was 3.0
mat_force_tonemap_percent_bright_pixels "-1" // Override. Old value was 2.0
mat_force_tonemap_percent_target "-1" // Override. Old default was 60.
mat_force_tonemap_scale "0"
mat_frame_sync_enable "1"
mat_frame_sync_force_texture "0" // Force frame syncing to lock a managed texture.
mat_fullbright "0"
mat_hdr_enabled // Report if HDR is enabled for debugging
mat_hdr_tonemapscale "1" // 16 = eyes wide open.
mat_hdr_uncapexposure "0"
mat_hsv "0"
mat_info // Shows material system info
mat_leafvis "0" // or [3] entire PVS (see mat_leafvis_draw_mask for what
mat_loadtextures "1"
mat_lpreview_mode "-1"
mat_luxels "0"
mat_measurefillrate "0"
mat_monitorgamma "2" // monitor gamma (typically 2.2 for CRT and 1.7 for LCD)
mat_monitorgamma_tv_enabled "1"
mat_morphstats "0"
mat_norendering "0"
mat_normalmaps "0"
mat_normals "0"
mat_postprocess_enable "1"
mat_powersavingsmode "0" // Power Savings Mode
mat_proxy "0"
mat_queue_mode "-1" // 2=queued
mat_queue_priority "1"
mat_reloadallmaterials // Reloads all materials
mat_reloadmaterial // Reloads a single material
mat_reloadtextures // Reloads all textures
mat_remoteshadercompile "0"
mat_rendered_faces_count "0" // Set to N to count how many faces each model draws each frame and spew the top N offenders from the last 150 frames (use mat_re
mat_rendered_faces_spew // mat_rendered_faces_spew <n> Spew the number of faces rendered for the top N models used this frame (mat_rendered_faces_count
mat_reporthwmorphmemory // Reports the amount of size in bytes taken up by hardware morph textures.
mat_resetdefaults // resets the video config options to their defaults
mat_reversedepth "0"
mat_savechanges // saves current video configuration to the registry
mat_setvideomode // windowed state of the material system
mat_shadercount // display count of all shaders and reset that count
mat_showcamerarendertarget "0"
mat_showframebuffertexture "0"
mat_showlowresimage "0"
mat_showmaterials // Show materials.
mat_showmaterialsverbose // Show materials (verbose version).
mat_showmiplevels "0" // 1: everything else
mat_showtextures // Show used textures.
mat_showwatertextures "0"
mat_show_texture_memory_usage "0" // Display the texture memory usage on the HUD.
mat_softwareskin "0"
mat_spewalloc "0"
mat_spewvertexandpixelshaders // Print all vertex and pixel shaders currently loaded to the console
mat_stub "0"
mat_suppress // Supress a material from drawing
mat_surfaceid "0"
mat_surfacemat "0"
mat_tessellationlevel "6"
mat_tessellation_accgeometrytangents "0"
mat_tessellation_cornertangents "1"
mat_tessellation_update_buffers "1"
mat_texture_list_content_path "0" // itll assume your content directory is next to the currently runn
mat_texture_list_exclude // save - saves exclude list file
mat_texture_list_txlod // -1 to dec resolution
mat_texture_list_txlod_sync // save - saves all changes to material content files
mat_tonemap_algorithm "1" // 0 = Original Algorithm 1 = New Algorithm
mat_updateconvars // updates the video config convars
mat_viewportscale "1" // Scale down the main viewport (to reduce GPU impact on CPU profiling)
mat_wireframe "0"
mat_yuv "0"
maxplayers // Change the maximum number of players allowed on this server.
mc_accel_band_size "34" // (degrees)
mc_aim_heading_multiplier "1"
mc_aim_pitch_multiplier "1"
mc_dead_zone_radius "10" // (degrees)
mc_max_turnrate "210" // (degrees/sec)
memory // Print memory stats.
mem_compact
mem_dump // Dump memory stats to text file.
mem_dumpvballocs // Dump VB memory allocation stats.
mem_eat
mem_incremental_compact
mem_incremental_compact_rate "0" // Rate at which to attempt internal heap compation
mem_test
mem_vcollide // Dumps the memory used by vcollides
mem_verify // Verify the validity of the heap
menuselect // menuselect
minisave // Saves game (for current level only!)
mm_datacenter_debugprint // Shows information retrieved from data center
mm_debugprint // Show debug information about current matchmaking session
mm_dedicated_force_servers "0" // Comma delimited list of ip:port of servers used to search for dedicated servers instead of searching for public servers. Use sy
mm_dedicated_search_maxping "150" // Longest preferred ping to dedicated servers for games
mm_dlc_debugprint // Shows information about dlc
mm_server_search_lan_ports "27015" // Ports to scan during LAN games discovery. Also used to discover and correctly connect to dedicated LAN servers behind NATs.
mod_DumpWeaponWiewModelCache // Dumps the weapon view model cache contents
mod_DumpWeaponWorldModelCache // Dumps the weapon world model cache contents
motdfile "0" // The MOTD file to load.
movie_fixwave // etc.
mp_afterroundmoney "0" // amount of money awared to every player after each round
mp_autokick "1" // Kick idle/team-killing players
mp_buytime "90" // How many seconds after round start players can buy items for.
mp_death_drop_defuser "1" // Drop defuser on player death
mp_death_drop_grenade "2" // 2=current or best
mp_death_drop_gun "1" // 2=current or best
mp_defuser_allocation "0" // 2=everyone
mp_disable_autokick // Prevents a userid from being auto-kicked
mp_dump_timers // Prints round timers to the console for debugging
mp_forcerespawnplayers // Force all players to respawn.
mp_forcewin // Forces team to win
mp_force_pick_time "10" // The amount of time a player has on the team screen to make a selection before being auto-teamed
mp_freezetime "6" // how many seconds to keep players frozen when the round starts
mp_ggprogressive_round_restart_delay "15" // Number of seconds to delay before restarting a round after a win in gungame progessive
mp_ggtr_bomb_detonation_bonus "1" // Number of bonus upgrades to award the Ts when they detonate a gun game bomb
mp_halftime_duration "15" // Number of seconds that halftime lasts
mp_join_grace_time "20" // Number of seconds after round start to allow a player to join a game
mp_limitteams "2" // Max # of players 1 team can have over another (0 disables check)
mp_match_end_restart "1" // perform a restart instead of loading a new map
mp_maxmoney "16000" // maximum amount of money allowed in a players account
mp_playercashawards "1" // Players can earn money by performing in-game actions
mp_playerid "0" // Controls what information player see in the status bar: 0 all names; 1 team names; 2 no names
mp_playerid_delay "0" // Number of seconds to delay showing information in the status bar
mp_playerid_hold "0" // Number of seconds to keep showing old information in the status bar
mp_required_voters "3" // The number of human players required for a vote
mp_required_vote_majority "0" // The percentage of human players that need to vote yes for a vote to pass
mp_restartgame "0" // game will restart in the specified number of seconds
mp_roundtime "5" // How many minutes each round takes.
mp_round_restart_delay "7" // Number of seconds to delay before restarting a round after a win
mp_scrambleteams // Scramble the teams and restart the game
mp_startmoney "800" // amount of money each player gets when they reset
mp_switchteams // Switch teams and restart the game
mp_teamcashawards "1" // Teams can earn money by performing in-game actions
mp_tkpunish "0" // 1=yes}
mp_tournament_restart // Restart Tournament Mode on the current level.
mp_win_panel_display_time "5" // The amount of time to show the win panel between matches / halfs
ms_player_dump_properties // Prints a dump the current players property data
multvar // Multiply specified convar value.
muzzleflash_light "1"
m_customaccel "0" // Custom mouse acceleration: 0: custom accelaration disabled 1: mouse_acceleration = min(m_customaccel_max, pow(raw_mouse_delta,
m_customaccel_exponent "1" // Mouse move is raised to this power before being scaled by scale factor.
m_customaccel_max "0" // 0 for no limit
m_customaccel_scale "0" // Custom mouse acceleration value.
m_forward "1" // Mouse forward factor.
m_mouseaccel1 "0" // Windows mouse acceleration initial threshold (2x movement).
m_mouseaccel2 "0" // Windows mouse acceleration secondary threshold (4x movement).
m_mousespeed "1" // 2 to enable secondary threshold
m_pitch "0" // Mouse pitch factor.
m_rawinput "0" // Use Raw Input for mouse input.
m_side "0" // Mouse side factor.
m_yaw "0" // Mouse yaw factor.

N

name "0" // Current user name
nav_add_to_selected_set // Add current area to the selected set.
nav_add_to_selected_set_by_id // Add specified area id to the selected set.
nav_analyze // Re-analyze the current Navigation Mesh and save it to disk.
nav_area_bgcolor "503316480" // RGBA color to draw as the background color for nav areas while editing.
nav_area_max_size "50" // Max area size created in nav generation
nav_avoid // Toggles the avoid this area when possible flag used by the AI system.
nav_begin_area // drag the opposite corner to the desired location and
nav_begin_deselecting // Start continuously removing from the selected set.
nav_begin_drag_deselecting // Start dragging a selection area.
nav_begin_drag_selecting // Start dragging a selection area.
nav_begin_selecting // Start continuously adding to the selected set.
nav_begin_shift_xy // Begin shifting the Selected Set.
nav_build_ladder // Attempts to build a nav ladder on the climbable surface under the cursor.
nav_check_connectivity // Checks to be sure every (or just the marked) nav area can get to every goal area for the map (hostages or bomb site).
nav_check_file_consistency // Scans the maps directory and reports any missing/out-of-date navigation files.
nav_check_floor // Updates the blocked/unblocked status for every nav area.
nav_check_stairs // Update the nav mesh STAIRS attribute
nav_chop_selected // Chops all selected areas into their component 1x1 areas
nav_clear_attribute // Remove given nav attribute from all areas in the selected set.
nav_clear_selected_set // Clear the selected set.
nav_clear_walkable_marks // Erase any previously placed walkable positions.
nav_compress_id // Re-orders area and ladder IDs so they are continuous.
nav_connect // then invoke the connect command. Note that this creates a
nav_coplanar_slope_limit "0"
nav_coplanar_slope_limit_displacement "0"
nav_corner_adjust_adjacent "18" // radius used to raise/lower corners in nearby areas when raising/lowering corners.
nav_corner_lower // Lower the selected corner of the currently marked Area.
nav_corner_place_on_ground // Places the selected corner of the currently marked Area on the ground.
nav_corner_raise // Raise the selected corner of the currently marked Area.
nav_corner_select // Select a corner of the currently marked Area. Use multiple times to access all four corners.
nav_create_area_at_feet "0" // Anchor nav_begin_area Z to editing players feet
nav_create_place_on_ground "0" // nav areas will be placed flush with the ground when created by hand.
nav_crouch // Toggles the must crouch in this area flag used by the AI system.
nav_debug_blocked "0"
nav_delete // Deletes the currently highlighted Area.
nav_delete_marked // Deletes the currently marked Area (if any).
nav_disconnect // then invoke the disconnect command. This will remove all connec
nav_displacement_test "10000" // Checks for nodes embedded in displacements (useful for in-development maps)
nav_dont_hide // Toggles the area is not suitable for hiding spots flag used by the AI system.
nav_draw_limit "500" // The maximum number of areas to draw in edit mode
nav_edit "0" // Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.
nav_end_area // Defines the second corner of a new Area or Ladder and creates it.
nav_end_deselecting // Stop continuously removing from the selected set.
nav_end_drag_deselecting // Stop dragging a selection area.
nav_end_drag_selecting // Stop dragging a selection area.
nav_end_selecting // Stop continuously adding to the selected set.
nav_end_shift_xy // Finish shifting the Selected Set.
nav_flood_select // use this command again.
nav_generate // Generate a Navigation Mesh for the current map and save it to disk.
nav_generate_fencetops "1" // Autogenerate nav areas on fence and obstacle tops
nav_generate_fixup_jump_areas "1" // Convert obsolete jump areas into 2-way connections
nav_generate_incremental // Generate a Navigation Mesh for the current map and save it to disk.
nav_generate_incremental_range "2000"
nav_generate_incremental_tolerance "0" // Z tolerance for adding new nav areas.
nav_gen_cliffs_approx // post-processing approximation
nav_jump // Toggles the traverse this area by jumping flag used by the AI system.
nav_ladder_flip // Flips the selected ladders direction.
nav_load // Loads the Navigation Mesh for the current map.
nav_lower_drag_volume_max // Lower the top of the drag select volume.
nav_lower_drag_volume_min // Lower the bottom of the drag select volume.
nav_make_sniper_spots // Chops the marked area into disconnected sub-areas suitable for sniper spots.
nav_mark // Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands.
nav_mark_attribute // Set nav attribute for all areas in the selected set.
nav_mark_unnamed // Mark an Are

Questions

How do I use admin RCON commands in Counter-Strike 2?

Enable the developer console, join your server, open the console with the ` key and type rcon_password followed by your RCON password. Then put rcon before every server command, for example rcon changelevel de_dust2.

Why do I need to type rcon before a command?

Without rcon in front, the command runs on your own game client instead of the server. With rcon in front, it is sent to your server, as long as you logged in with rcon_password first.

Want your own Counter-Strike 2 server? See Counter-Strike 2 server hosting.

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