CS2 Cvars List
Complete Counter-Strike 2 cvars (convars) list with descriptions, flags, defaults, and detail pages.
| Cvar | Flags | Description | Default |
|---|---|---|---|
| camera_jolt_fix true | developmentonly gamedll clientdll replicated | camera jolt fixFlags and default
| true |
| sv_max_distance_transmit_footsteps 1250.0 | developmentonly gamedll clientdll replicated defensive | Maximum distance to transmit footstep sound effects.Flags and default
| 1250.0 |
| mp_tagging_scale 1.0 | gamedll clientdll replicated release commandline_enforced | Scalar for player tagging modifier when hit. Lower values for greater tagging.Flags and default
| 1.0 |
| player_ping_token_cooldown 20.0 | gamedll cheat release | Cooldown for how long it takes for a player's ping token to refresh allowing them to ping again (they get 5 tokens).Flags and default
| 20.0 |
| player_use_radius 80.0 | gamedll clientdll replicated cheat | Flags and default
| 80.0 |
| sv_debug_player_use 0 | developmentonly gamedll clientdll replicated defensive | Visualizes +use logic. Green cross=trace success, Red cross=trace too far, Green box=radius successFlags and default
| 0 |
| sv_weapon_swap_difficulty_near_hi_pri 2 | gamedll clientdll replicated release | 0 = Cone searches easily reach past high priority items to swap weapons. 1 = Cone searches are narrowed and require that the weapon is strictly closer. 2 = cone searches are disabled near high priority itemsFlags and default
| 2 |
| sv_use_hi_pri_context_switch_time 1.0 | gamedll clientdll replicated release | +use search behaves as though high priority items are usable for this long after they become unusable to avoid players accidentally performing a different action.Flags and default
| 1.0 |
| sv_extract_ammo_from_dropped_weapons false | gamedll clientdll replicated release commandline_enforced | Flags and default
| false |
| sv_guardian_refresh_ammo_for_items_on_waves | gamedll release commandline_enforced | List of additional weapons to refill ammo on waves.Flags and default
| |
| mp_fists_replace_melee false | gamedll release commandline_enforced | If enabled then when melee weapon is dropped player will have fists, when melee weapon is picked up then fists are unavailableFlags and default
| false |
| mp_weaponstay false | developmentonly gamedll notify defensive | Flags and default
| false |
| mp_drop_knife_enable false | gamedll clientdll replicated release commandline_enforced | Allows players to drop knives.Flags and default
| false |
| mp_drop_grenade_enable true | gamedll clientdll replicated release commandline_enforced | Allows players to drop grenades.Flags and default
| true |
| mp_warmup_items_nocost false | gamedll clientdll replicated release commandline_enforced | Determines whether weapons are free to buy during warmup.Flags and default
| false |
| sv_sniper_tracer_mode 1 | developmentonly gamedll clientdll replicated defensive | Mode for sniper tracers. 0: legacy, 1: hide when more than sv_sniper_tracer_innacuracy inaccurate.Flags and default
| 1 |
| sv_sniper_tracer_innacuracy 0.1 | developmentonly gamedll clientdll replicated | How inaccurate a sniper shot can be before we trip sv_sniper_tracer_mode behavior.Flags and default
| 0.1 |
| sv_sniper_tracer_innacuracy_length 200.0 | developmentonly gamedll clientdll replicated | How far should the tracer draw if we trip sv_sniper_tracer_mode behavior.Flags and default
| 200.0 |
| sv_allow_ground_weapon_pickup true | developmentonly gamedll clientdll replicated | Flags and default
| true |
| sv_buymenu_open_prevents_opportunistic_pickup false | gamedll release | Flags and default
| false |
| sv_allow_switching_weapon_handedness true | developmentonly gamedll clientdll replicated | Flags and default
| true |
| sv_weapon_require_use_grace_period 1.0 | gamedll release | Flags and default
| 1.0 |
| sv_dev_damage_use_netvars true | developmentonly gamedll clientdll replicated | Whether we should use network vars (true) or legacy messages (false).Flags and default
| true |
| mp_logmoney false | gamedll release | Enables money logging. Values are: 0=off, 1=onFlags and default
| false |
| anim_dampedaccel16_timewindow 0.3 | developmentonly gamedll clientdll replicated | Flags and default
| 0.3 |
| anim_dampedaccel16_scale 0.8 | developmentonly gamedll clientdll replicated | Flags and default
| 0.8 |
| anim_damped_move_speed_timewindow 0.2 | developmentonly gamedll clientdll replicated | Flags and default
| 0.2 |
| anim_scale_wasd_input_hip_dip 0.8 | developmentonly gamedll clientdll replicated | Flags and default
| 0.8 |
| anim_scale_wasd_input_hip_swivel 0.8 | developmentonly gamedll clientdll replicated | Flags and default
| 0.8 |
| rr_debugrule | developmentonly gamedll clientdll replicated defensive | If set to the name of the rule, that rule's score will be shown whenever a concept is passed into the response rules system.Flags and default
| |
| rr_debugresponseconcept | developmentonly gamedll clientdll replicated defensive | If set, rr_debugresponseconcept will print only responses testing for the specified conceptFlags and default
| |
| rr_debugresponses 0 | developmentonly gamedll clientdll replicated defensive | Show verbose matching output (1 for simple, 2 for rule scoring, 3 for noisy). If set to 4, it will only show response success/failure for npc_selected NPCs.Flags and default
| 0 |
| rr_debugclassname | developmentonly gamedll clientdll replicated defensive | If set, rr_debugclassname will print only response tests where 'classname' corresponds to this variable. Use to filter for a specific character.Flags and default
| |
| rr_dacmode false | developmentonly gamedll clientdll replicated defensive | If set to 1, enable special functionality for DACFlags and default
| false |
| ragdoll_gravity_scale 1.0 | gamedll clientdll replicated cheat | Flags and default
| 1.0 |
| ragdoll_friction_scale 0.6 | gamedll clientdll replicated cheat | Flags and default
| 0.6 |
| ragdoll_resolve_initial_conflict true | gamedll clientdll replicated cheat | Flags and default
| true |
| ragdoll_resolve_separation true | gamedll clientdll replicated cheat | Flags and default
| true |
| ragdoll_move_entity false | gamedll clientdll replicated cheat | Flags and default
| false |
| ragdoll_update_from_weights false | gamedll clientdll replicated cheat | Flags and default
| false |
| ragdoll_parallel_pose_control false | developmentonly gamedll clientdll replicated defensive | Flags and default
| false |
| animgraph_slope_enable true | gamedll clientdll replicated cheat | Flags and default
| true |
| phys_powered_ragdoll_debug false | developmentonly gamedll clientdll replicated defensive | Flags and default
| false |
| footstep_audible_threshold 0.6 | developmentonly gamedll clientdll replicated defensive | Flags and default
| 0.6 |
| animgraph_debug_tags false | developmentonly gamedll clientdll replicated defensive | Flags and default
| false |
| animgraph_debug_set_filter_params | developmentonly gamedll clientdll replicated defensive | Comma separated list of params to filter against when drawing debug text overlaysFlags and default
| |
| animgraph_debug_show_unreferenced_params false | developmentonly gamedll clientdll replicated defensive | Flags and default
| false |
| footstep_debug false | developmentonly gamedll clientdll replicated defensive | Flags and default
| false |
| footstep_force_volume -1.0 | developmentonly gamedll clientdll replicated defensive | Flags and default
| -1.0 |
| sv_ag2_low_skel_lod false | developmentonly gamedll defensive | Flags and default
| false |