Counter Strike | CSGO | RCON Commands List

  • Counter Strike CSGO RCON Commands List, RCON Commands List, CSGO RCON Commands List, Counter Strike RCON Commands List, Rcon Commands, Counter Strike
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    1. +alt1
    2. +alt2
    3. +attack
    4. +attack2
    5. +back
    6. +break
    7. +camdistance
    8. +camin
    9. +cammousemove
    10. +camout
    11. +campitchdown
    12. +campitchup
    13. +camyawleft
    14. +camyawright
    15. +commandermousemove
    16. +demoui2 // Bring the advanced demo player UI (demoui2) to foreground.
    17. +duck
    18. +forward
    19. +graph
    20. +grenade1
    21. +grenade2
    22. +jlook
    23. +jump
    24. +klook
    25. +left
    26. +lookdown
    27. +lookspin
    28. +lookup
    29. +mat_texture_list
    30. +movedown
    31. +moveleft
    32. +moveright
    33. +moveup
    34. +posedebug // Turn on pose debugger or add ents to pose debugger UI
    35. +reload
    36. +right
    37. +score
    38. +showbudget
    39. +showbudget_texture
    40. +showbudget_texture_global
    41. +showscores
    42. +showvprof
    43. +sixense_left_point_gesture
    44. +sixense_ratchet
    45. +sixense_right_point_gesture
    46. +speed
    47. +strafe
    48. +use
    49. +vgui_drawtree
    50. +voicerecord
    51. +walk
    52. +zoom
    53. +zoom_in
    54. +zoom_out
    55. -alt1
    56. -alt2
    57. -attack
    58. -attack2
    59. -back
    60. -break
    61. -camdistance
    62. -camin
    63. -cammousemove
    64. -camout
    65. -campitchdown
    66. -campitchup
    67. -camyawleft
    68. -camyawright
    69. -commandermousemove
    70. -demoui2 // Send the advanced demo player UI (demoui2) to background.
    71. -duck
    72. -forward
    73. -graph
    74. -grenade1
    75. -grenade2
    76. -jlook
    77. -jump
    78. -klook
    79. -left
    80. -lookdown
    81. -lookspin
    82. -lookup
    83. -mat_texture_list
    84. -movedown
    85. -moveleft
    86. -moveright
    87. -moveup
    88. -posedebug // Turn off pose debugger or hide ents from pose debugger UI
    89. -reload
    90. -right
    91. -score
    92. -showbudget
    93. -showbudget_texture
    94. -showbudget_texture_global
    95. -showscores
    96. -showvprof
    97. -sixense_left_point_gesture
    98. -sixense_ratchet
    99. -sixense_right_point_gesture
    100. -speed
    101. -strafe
    102. -use
    103. -vgui_drawtree
    104. -voicerecord
    105. -walk
    106. -zoom
    107. -zoom_in
    108. -zoom_out
    109. achievement_debug "0" // Turn on achievement debug msgs.
    110. achievement_disable "0" // Turn off achievements.
    111. addip // Add an IP address to the ban list.
    112. adsp_debug "0"
    113. ainet_generate_report // Generate a report to the console.
    114. ainet_generate_report_only // Generate a report to the console.
    115. air_density // Changes the density of air for drag computations.
    116. ai_clear_bad_links // Clears bits set on nav links indicating link is unusable
    117. ai_debug_los "0" // itl
    118. ai_debug_node_connect // Debug the attempted connection between two nodes
    119. ai_debug_shoot_positions "0"
    120. 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
    121. ai_drawbattlelines "0"
    122. ai_drop_hint // Drop an ai_hint at the players current eye position.
    123. ai_dump_hints
    124. ai_hull // Controls which connections are shown when ai_show_hull or ai_show_connect commands are used Arguments: NPC name or classname,
    125. ai_next_hull // Cycles through the various hull sizes. Currently selected hull size is written to the screen. Controls which connections are
    126. ai_nodes // Toggles node display. First call displays the nodes for the given network as green objects. Second call displays the nodes a
    127. ai_report_task_timings_on_limit "0"
    128. ai_resume // If NPC is stepping through tasks (see ai_step ) will resume normal processing.
    129. ai_setenabled // Like ai_disable but you manually specify the state (with a 0 or 1) instead of toggling it.
    130. ai_set_move_height_epsilon // Set how high AI bumps up ground walkers when checking steps
    131. ai_show_connect // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
    132. ai_show_connect_crawl // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
    133. ai_show_connect_fly // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
    134. ai_show_connect_jump // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Gre
    135. 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
    136. ai_show_grid // Draw a grid on the floor where looking.
    137. 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 -
    138. ai_show_hull // Displays the allowed hulls between each node for the currently selected hull type. Hulls are color code as follows: Green -
    139. ai_show_node // Highlight the specified node
    140. 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
    141. ai_step // use ai_step again. To resume processing no
    142. ai_test_los // Test AI LOS from the players POV
    143. ai_think_limit_label "0"
    144. ai_vehicle_avoidance "1"
    145. alias // Alias a command.
    146. ammo_338mag_max "30"
    147. ammo_357sig_max "52"
    148. ammo_45acp_max "100"
    149. ammo_50AE_max "35"
    150. ammo_556mm_box_max "200"
    151. ammo_556mm_max "90"
    152. ammo_57mm_max "100"
    153. ammo_762mm_max "90"
    154. ammo_9mm_max "120"
    155. ammo_buckshot_max "32"
    156. ammo_decoy_max "1"
    157. ammo_flashbang_max "1"
    158. ammo_hegrenade_max "1"
    159. ammo_molotov_max "1"
    160. ammo_smokegrenade_max "1"
    161. askconnect_accept // Accept a redirect request by the server.
    162. asw_engine_finished_building_map // Notify engine that weve finished building a map
    163. async_resume
    164. async_suspend
    165. audit_save_in_memory // Audit the memory usage and files in the save-to-memory system
    166. autobuy // Attempt to purchase items with the order listed in cl_autobuy
    167. autosave // Autosave
    168. autosavedangerous // AutoSaveDangerous
    169. autosavedangerousissafe
    170. banid // Add a user ID to the ban list.
    171. banip // Add an IP address to the ban list.
    172. benchframe // Takes a snapshot of a particular frame in a time demo.
    173. bench_end // Ends gathering of info.
    174. bench_showstatsdialog // Shows a dialog displaying the most recent benchmark results.
    175. bench_start // Starts gathering of info. Arguments: filename to write results into
    176. bench_upload // Uploads most recent benchmark stats to the Valve servers.
    177. bind // Bind a key.
    178. BindToggle // Performs a bind <key> increment var <cvar> 0 1 1
    179. bind_osx // Bind a key for OSX only.
    180. bink_dump_precached_movies // Dumps information about all precached Bink movies
    181. blackbox_dump // Dump the contents of the blackbox
    182. blackbox_record // Record an entry into the blackbox
    183. bot_add // bot_add <t|ct> <type> <difficulty> <name> - Adds a bot matching the given criteria.
    184. bot_add_ct // bot_add_ct <type> <difficulty> <name> - Adds a Counter-Terrorist bot matching the given criteria.
    185. bot_add_t // bot_add_t <type> <difficulty> <name> - Adds a terrorist bot matching the given criteria.
    186. bot_all_weapons // Allows the bots to use all weapons
    187. 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
    188. bot_chatter "0" // or normal.
    189. bot_crouch "0"
    190. bot_debug "0" // For internal testing purposes.
    191. bot_debug_target "0" // For internal testing purposes.
    192. bot_defer_to_human "0" // the bots will not do the scenario tasks.
    193. bot_difficulty "1" // 3=expert.
    194. bot_dont_shoot "0" // bots will not fire weapons (for debugging).
    195. bot_freeze "0"
    196. bot_goto_mark // Sends a bot to the marked nav area (useful for testing navigation meshes)
    197. bot_goto_selected // Sends a bot to the selected nav area (useful for testing navigation meshes)
    198. bot_join_after_player "1" // bots wait until a player joins before entering the game.
    199. bot_join_team "0" // or CT.
    200. bot_kick // matching the given criteria.
    201. bot_kill // matching the given criteria.
    202. bot_knives_only // Restricts the bots to only using knives
    203. bot_loadout "0" // bots are given these items at round start
    204. bot_mimic "0"
    205. bot_mimic_yaw_offset "180"
    206. bot_pistols_only // Restricts the bots to only using pistols
    207. bot_place // bot_place - Places a bot from the map at where the local player is pointing.
    208. bot_quota "0" // Determines the total number of bots in the game.
    209. 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
    210. bot_randombuy "0" // should bots ignore their prefered weapons and just buy weapons at random?
    211. bot_show_battlefront "0" // Show areas where rushing players will initially meet.
    212. bot_show_nav "0" // For internal testing purposes.
    213. bot_show_occupy_time "0" // Show when each nav area can first be reached by each team.
    214. bot_snipers_only // Restricts the bots to only using sniper rifles
    215. bot_stop "0" // immediately stops all bot processing.
    216. bot_stop_control // Release control of a bot.
    217. bot_take_control // Take control of a bot.
    218. bot_traceview "0" // For internal testing purposes.
    219. bot_zombie "0" // bots will stay in idle mode and not attack.
    220. box // Draw a debug box.
    221. buddha // Toggle. Player takes damage but wont die. (Shows red cross when health is zero)
    222. budget_averages_window "30" // number of frames to look at when figuring out average frametimes
    223. budget_background_alpha "128" // how translucent the budget panel is
    224. budget_bargraph_background_alpha "128" // how translucent the budget panel is
    225. budget_bargraph_range_ms "16" // budget bargraph range in milliseconds
    226. 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
    227. budget_history_range_ms "66" // budget history range in milliseconds
    228. budget_panel_bottom_of_history_fraction "0" // number between 0 and 1
    229. budget_panel_height "384" // height in pixels of the budget panel
    230. budget_panel_width "512" // width in pixels of the budget panel
    231. budget_panel_x "0" // number of pixels from the left side of the game screen to draw the budget panel
    232. budget_panel_y "50" // number of pixels from the top side of the game screen to draw the budget panel
    233. budget_peaks_window "30" // number of frames to look at when figuring out peak frametimes
    234. budget_show_averages "0" // enable/disable averages in the budget panel
    235. budget_show_history "0" // turn history graph off and on. . good to turn off on low end
    236. budget_show_peaks "1" // enable/disable peaks in the budget panel
    237. budget_toggle_group // Turn a budget group on/off
    238. bug // Show the bug reporting UI.
    239. bugreporter_uploadasync "0" // Upload attachments asynchronously
    240. bugreporter_username "0" // Username to use for bugreporter
    241. bug_swap // Automatically swaps the current weapon for the bug bait and back again.
    242. buildcubemaps // Rebuild cubemaps.
    243. buildmodelforworld // buildmodelforworld
    244. buymenu // Show or hide main buy menu
    245. cache_print // cache_print [section] Print out contents of cache memory.
    246. cache_print_lru // cache_print_lru [section] Print out contents of cache memory.
    247. cache_print_summary // cache_print_summary [section] Print out a summary contents of cache memory.
    248. camortho // Switch to orthographic camera.
    249. cam_collision "1" // an attempt is made to keep the camera from passing though walls.
    250. cam_command // Tells camera to change modes
    251. cam_idealdelta "4" // Controls the speed when matching offset to ideal angles in thirdperson view
    252. cam_idealdist "150"
    253. cam_idealdistright "0"
    254. cam_idealdistup "0"
    255. cam_ideallag "4" // Amount of lag used when matching offset to ideal angles in thirdperson view
    256. cam_idealpitch "0"
    257. cam_idealyaw "0"
    258. cam_showangles "0" // print viewangles/idealangles/cameraoffsets to the console.
    259. cam_snapto "0"
    260. cancelselect
    261. cast_hull // Tests hull collision detection
    262. cast_ray // Tests collision detection
    263. cc_emit // Emits a closed caption
    264. cc_findsound // Searches for soundname which emits specified text.
    265. cc_flush // Flushes asyncd captions.
    266. cc_lang "0" // Current close caption language (emtpy = use game UI language)
    267. cc_linger_time "1" // Close caption linger time.
    268. cc_predisplay_time "0" // Close caption delay before showing caption.
    269. cc_random // Emits a random caption
    270. cc_showblocks // Toggles showing which blocks are pending/loaded async.
    271. cc_subtitles "0" // wont help hearing impaired players).
    272. centerview
    273. changelevel // Change server to the specified map
    274. changelevel2 // Transition to the specified map in single player
    275. chet_debug_idle "0" // many debug prints to help track down the TLK_IDLE issue. Set two for super verbose info
    276. ch_createairboat // Spawn airboat in front of the player.
    277. ch_createjeep // Spawn jeep in front of the player.
    278. clear // Clear all console output.
    279. clear_anim_cache // freeing the memory (until the next time a streaming animblock is requested).
    280. clear_debug_overlays // clears debug overlays
    281. clientport "27005" // Host game client port
    282. closecaption "0" // Enable close captioning.
    283. cl_allowdownload "0" // Client downloads customization files
    284. cl_allowupload "0" // Client uploads customization files
    285. cl_animationinfo // Hud element to examine.
    286. cl_autobuy "0" // The order in which autobuy will attempt to purchase items
    287. cl_autohelp "0" // Auto-help
    288. cl_autowepswitch "0" // Automatically switch to picked up weapons (if more powerful)
    289. cl_backspeed "450"
    290. cl_bob "0"
    291. cl_bobamt_lat "0"
    292. cl_bobamt_vert "0"
    293. cl_bobcycle "1"
    294. cl_bobup "0"
    295. cl_bob_lower_amt "21"
    296. cl_brushfastpath "1"
    297. cl_buy_favorite // Purchase a favorite weapon/equipment loadout
    298. cl_buy_favorite_nowarn "0" // Skips the error prompt when saving an invalid buy favorite
    299. cl_buy_favorite_quiet "0" // Skips the prompt when saving a buy favorite in the buy menu
    300. cl_buy_favorite_reset // Reset favorite loadouts to the default
    301. cl_buy_favorite_set // Saves the current loadout as a favorite
    302. cl_camera_follow_bone_index "-2" // Index of the bone to follow. -2 == disabled. -1 == root bone. 0+ is bone index.
    303. cl_chatfilters "63" // Stores the chat filter settings
    304. cl_class "0" // Default class when joining a game
    305. cl_clearhinthistory // Clear memory of client side hints displayed to the player.
    306. cl_clockdrift_max_ms "150" // Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the servers.
    307. 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.
    308. cl_clock_correction "1" // Enable/disable clock correction on the client.
    309. 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
    310. cl_clock_correction_adjustment_max_offset "90" // it moves towards apply
    311. cl_clock_correction_adjustment_min_offset "10" // then no clock correction is applied.
    312. cl_clock_correction_force_server_tick "999" // Force clock correction to match the server tick + this offset (-999 disables it).
    313. cl_clock_showdebuginfo "0" // Show debugging info about the clock drift.
    314. cl_cmdrate "66" // Max number of command packets sent to server per second
    315. cl_crosshairalpha "255"
    316. cl_crosshaircolor "1" // Set crosshair color as defined in game_options.360.txt
    317. cl_crosshaircolor_b "250"
    318. cl_crosshaircolor_g "250"
    319. cl_crosshaircolor_r "50"
    320. cl_crosshairdot "0"
    321. cl_crosshairscale "768" // Crosshair scaling factor (deprecated)
    322. cl_crosshairsize "7"
    323. cl_crosshairthickness "0"
    324. cl_crosshairusealpha "1"
    325. cl_debugrumble "0" // Turn on rumble debugging spew
    326. cl_detail_avoid_force "0" // percentage of the width of the detail sprite )
    327. cl_detail_avoid_radius "64" // radius around detail sprite to avoid players
    328. cl_detail_avoid_recover_speed "0" // how fast to recover position after avoiding players
    329. cl_detail_max_sway "5" // Amplitude of the detail prop sway
    330. cl_detail_multiplier "1" // extra details to create
    331. cl_disablefreezecam "1" // Turn on/off freezecam on client
    332. cl_disable_ragdolls "0"
    333. cl_downloadfilter "0" // nosounds)
    334. cl_drawhud "1" // Enable the rendering of the hud
    335. cl_drawleaf "-1"
    336. cl_drawmaterial "0" // Draw a particular material over the frame
    337. cl_drawshadowtexture "0"
    338. cl_dumpplayer // Dumps info about a player
    339. cl_dumpsplithacks // Dump split screen workarounds.
    340. cl_dump_particle_stats // dump particle profiling info to particle_profile.csv
    341. cl_dynamiccrosshair "0"
    342. cl_enable_weapon_voiceover "1" // Enable/Disable weapon name voice over.
    343. cl_entityreport "0" // draw entity states to console
    344. cl_ent_absbox // Displays the clients absbox for the entity under the crosshair.
    345. cl_ent_bbox // Displays the clients bounding box for the entity under the crosshair.
    346. cl_ent_rbox // Displays the clients render box for the entity under the crosshair.
    347. cl_extrapolate "1" // Enable/disable extrapolation if interpolation history runs out.
    348. cl_extrapolate_amount "0" // Set how many seconds the client will extrapolate entities for.
    349. cl_fastdetailsprites "1" // whether to use new detail sprite system
    350. cl_find_ent // Find and list all client entities with classnames that contain the specified substring. Format: cl_find_ent <substring>
    351. cl_find_ent_index // Display data for clientside entity matching specified index. Format: cl_find_ent_index <index>
    352. cl_fixedcrosshairgap "3" // How big to make the gap between the pips in the fixed crosshair
    353. cl_flushentitypacket "0" // For debugging. Force the engine to flush an entity packet.
    354. cl_forcepreload "1" // Whether we should force preloading.
    355. cl_forwardspeed "450"
    356. cl_fullupdate // Forces the server to send a full update packet
    357. cl_game_mode_convars // Display the values of the convars for the current game_mode.
    358. cl_idealpitchscale "0"
    359. cl_ignorepackets "0" // Force client to ignore packets (for debugging).
    360. cl_interp "0" // Sets the interpolation amount (bounded on low side by server interp ratio settings).
    361. cl_interp_ratio "2" // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
    362. cl_jiggle_bone_debug "0" // Display physics-based jiggle bone debugging information
    363. cl_jiggle_bone_debug_pitch_constraints "0" // Display physics-based jiggle bone debugging information
    364. cl_jiggle_bone_debug_yaw_constraints "0" // Display physics-based jiggle bone debugging information
    365. cl_jiggle_bone_invert "0"
    366. cl_lagcompensation "1" // Perform server side lag compensation of weapon firing events.
    367. cl_language "0" // Language (from Steam API)
    368. cl_leafsystemvis "0"
    369. cl_leveloverview "0"
    370. cl_leveloverviewmarker "0"
    371. cl_logofile "0" // Spraypoint logo decal.
    372. cl_maxrenderable_dist "3000" // Max distance from the camera at which things will be rendered
    373. cl_minimal_rtt_shadows "1"
    374. cl_mouseenable "0"
    375. cl_mouselook "1" // 0 for keyboard look. Cannot be set while connected to a server.
    376. cl_observercrosshair "1"
    377. cl_overdraw_test "0"
    378. cl_panelanimation // Shows panel animation variables: <panelname | blank for all panels>.
    379. cl_particles_dumplist // optional name substring.
    380. cl_particles_dump_effects
    381. cl_particles_show_bbox "0"
    382. cl_particles_show_controlpoints "0"
    383. cl_particle_retire_cost "0"
    384. cl_pclass "0" // Dump entity by prediction classname.
    385. cl_pdump "-1" // Dump info about this entity to screen.
    386. cl_phys_show_active "0"
    387. cl_phys_timescale "1" // Sets the scale of time for client-side physics (ragdolls)
    388. cl_pitchdown "89"
    389. cl_pitchup "89"
    390. cl_playerspraydisable "1" // Disable player sprays.
    391. cl_portal_use_new_dissolve "1" // Use new dissolve effect
    392. cl_precacheinfo // Show precache info (client).
    393. cl_predict "1" // Perform client side prediction.
    394. cl_predictioncopy_describe // Describe datamap_t for entindex
    395. cl_predictionlist "0" // Show which entities are predicting
    396. cl_predictweapons "1" // Perform client side prediction of weapon effects.
    397. cl_pred_track // for field fieldname.
    398. cl_ragdoll_gravity "600" // Sets the gravity client-side ragdolls
    399. cl_rebuy "0" // The order in which rebuy will attempt to repurchase items
    400. cl_reloadpostprocessparams
    401. cl_removedecals // Remove the decals from the entity under the crosshair.
    402. cl_report_soundpatch // reports client-side sound patch count
    403. cl_resend "6" // Delay in seconds before the client will resend the connect attempt
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