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CS2 Cvars List

Complete Counter-Strike 2 cvars (convars) list with descriptions, flags, defaults, and detail pages.

CvarDescription
inferno_flame_spacing 42.0Minimum distance between separate flame spawns
Flags and default
Flags
gamedll cheat
Default
42.0
inferno_flame_lifetime_incendiary 5.5Average lifetime of each flame in seconds (incgrenade)
Flags and default
Flags
gamedll replicated release
Default
5.5
inferno_flame_lifetime 7.0Average lifetime of each flame in seconds
Flags and default
Flags
gamedll replicated release
Default
7.0
inferno_friendly_fire_duration 6.0For this long, FF is credited back to the thrower.
Flags and default
Flags
gamedll cheat
Default
6.0
inferno_debug false
Flags and default
Flags
gamedll cheat
Default
false
inferno_damage 40.0Damage per second
Flags and default
Flags
gamedll cheat
Default
40.0
inferno_damage_ct 40.0Damage per second from CT inferno
Flags and default
Flags
gamedll cheat
Default
40.0
inferno_max_range 150.0Maximum distance flames can spread from their initial ignition point
Flags and default
Flags
gamedll replicated release
Default
150.0
inferno_max_range_ct 110.0Maximum distance flames can spread from their initial ignition point for an incendiary
Flags and default
Flags
gamedll replicated release
Default
110.0
inferno_velocity_factor 0.0
Flags and default
Flags
gamedll cheat
Default
0.0
inferno_velocity_decay_factor 0.2
Flags and default
Flags
gamedll cheat
Default
0.2
r_light_flickering_enabled true
Flags and default
Flags
developmentonly gamedll clientdll replicated defensive
Default
true
r_mixed_shadows_fade_out_time 0.5
Flags and default
Flags
developmentonly gamedll clientdll replicated defensive
Default
0.5
r_mixed_shadows_fade_in_time 0.5
Flags and default
Flags
developmentonly gamedll clientdll replicated defensive
Default
0.5
sv_log_change_offsets falseLog change offsets to game/varchangeinfoN.log files.
Flags and default
Flags
developmentonly gamedll
Default
false
sv_use_pvs_cache false
Flags and default
Flags
developmentonly gamedll
Default
false
sv_pvs_cache_query_inflate_amount 0
Flags and default
Flags
developmentonly gamedll
Default
0
sv_watchtransmit -2Watch NetworkStateChanged info for this entity index.
Flags and default
Flags
gamedll release
Default
-2
sv_max_change_offsets 48How many network changes to track before requiring full diff check.
Flags and default
Flags
developmentonly gamedll
Default
48
sv_pvs_entity -1If set, only allows this ent index to network (other than players and things that force sending).
Flags and default
Flags
developmentonly gamedll defensive
Default
-1
sv_pvs_random falseIf set, objects blink in/out of pvs randomly.
Flags and default
Flags
developmentonly gamedll defensive
Default
false
pvs_flowtype 0Flow through spawn groups for vis (0 == default, 1 == always visible, 2 == never visible.
Flags and default
Flags
gamedll release
Default
0
pvs_debugentity -1Verbose spew for this entity when doing IsInPVS computation.
Flags and default
Flags
gamedll release
Default
-1
sv_workshop_allow_other_maps trueWhen hosting a workshop collection, users can play other workshop map on this server when it is empty and then mapcycle into this server collection.
Flags and default
Flags
gamedll release
Default
true
tv_allow_camera_man_steamid 0Allows tournament production cameraman to run csgo.exe -interactivecaster on SteamID 7650123456XXX and be the camera man.
Flags and default
Flags
gamedll release
Default
0
tv_allow_camera_man_steamid2 0Allows tournament production tv cameraman to run csgo.exe -interactivecaster on SteamID 7650123456XXX and be the tv camera man.
Flags and default
Flags
gamedll release
Default
0
game_type 0The current game type. See GameModes.txt.
Flags and default
Flags
gamedll clientdll replicated release
Default
0
game_mode 1The current game mode (based on game type). See GameModes.txt.
Flags and default
Flags
gamedll clientdll replicated release
Default
1
sv_prime_accounts_only falseWhen this setting is enabled only prime users can connect to this game server.
Flags and default
Flags
gamedll release
Default
false
sv_maxuptimelimit 0.0Number of hours to operate before trying sv_shutdown.
Flags and default
Flags
gamedll release
Default
0.0
sv_auto_cstrafe_min_attempts 1The minimum number of counter-strafe attempts required for input automation detection. The player must be moving more than 135.2 units/s for their counter-strafe to be considered an attempt. An attempt is either considered a success (counter-strafing took place within a single tick), an overlap (both directions were held for 1+ ticks) or an underlap (neither direction was held for 1+ ticks).
Flags and default
Flags
gamedll release
Default
1
sv_auto_cstrafe_attempt_window 1The length of the window of trailing counter-strafe attempts considered during input automation detection.
Flags and default
Flags
gamedll release
Default
1
sv_auto_cstrafe_sequence_length 1The length of sequential counter-strafe attempts evaluated relative to the success threshold. Input automation detection considers the best sequence within the larger attempt window.
Flags and default
Flags
gamedll release
Default
1
sv_auto_cstrafe_success_threshold 1The minimum number of successful counter-strafes within a best sequence that will trigger input automation detection. The number of successes that trigger input automation detection is interpolated between the success threshold and a 'perfect' sequence (all counter-strafes in a sequence are successes), depending on the player's percentage of overlapping counter-strafe attempts.
Flags and default
Flags
gamedll release
Default
1
sv_auto_cstrafe_lower_overlap_pct_threshold 0.0The percentage of overlapping attempts in the attempt window below which input automation detection is triggered at the success threshold.
Flags and default
Flags
gamedll release
Default
0.0
sv_auto_cstrafe_upper_overlap_pct_threshold 0.0The percentage of overlapping attempts in the attempt window below which input automation detection is triggered when all counter-strafes in a sequence are successes.
Flags and default
Flags
gamedll release
Default
0.0
sv_auto_cstrafe_logging 00: never, 1: every time counter-strafe input automation is detected, 2: every counter-strafe
Flags and default
Flags
gamedll release
Default
0
sv_auto_cstrafe_kick falseWhether or not to kick players when counter-strafe input automation is detected.
Flags and default
Flags
gamedll release
Default
false
radarvismethod 10 for traditional method, 1 for more realistic method
Flags and default
Flags
gamedll cheat
Default
1
radarvispow 0.4the degree to which you can point away from a target, and still see them on radar.
Flags and default
Flags
gamedll cheat
Default
0.4
radarvisdistance 1000.0at this distance and beyond you need to be point right at someone to see them
Flags and default
Flags
gamedll cheat
Default
1000.0
radarvismaxdot 1.0how closely you have to point at someone to see them beyond max distance
Flags and default
Flags
gamedll cheat
Default
1.0
mp_logdetail 0Logs attacks. Values are: 0=off, 1=enemy, 2=teammate, 3=both)
Flags and default
Flags
gamedll release
Default
0
mp_logdetail_items falseLogs a line any time a player acquires or loses an item.
Flags and default
Flags
gamedll release
Default
false
sv_nonemesis trueDisable nemesis and revenge.
Flags and default
Flags
developmentonly gamedll defensive
Default
true
sv_debugroundstats false
Flags and default
Flags
developmentonly gamedll
Default
false
sv_record_item_time_data falseTurn on recording of per player item time data into the server log.
Flags and default
Flags
gamedll release
Default
false
dev_add_onground_on_spawn falseShould we mess with the ground flag when we spawn? (I don't think we should). If we don't hit the assert in CCSPlayer_MovementServices::ProcessMovement, we should remove this by Dec 2022.
Flags and default
Flags
gamedll release
Default
false
sv_guardian_min_wave_for_heavy 0
Flags and default
Flags
gamedll release commandline_enforced
Default
0
sv_guardian_max_wave_for_heavy 0
Flags and default
Flags
gamedll release commandline_enforced
Default
0
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