Multiplayer (mp_) and Game Setting Commands

Below is a searchable list of all multiplayer and game settings console commands from Counter-Strike: Global Offensive. Commands in this category are used to change multiplayer settings. Most of them start with mp_.

How to Use CS:GO & CS2 Commands
  1. Enable the developer console:

    Go to Settings > Game Settings and set "Enable Developer Console" to "Yes".

  2. Press ` or ~ on your keyboard.

  3. Enter a command and hit ENTER on your keyboard to run it!

Are you still stuck? More Help

Commands List

cash_player_bomb_defused <Money Earned/Lost>

This command changes how much money a player earns for defusing the bomb. It can't give more than the max amount of money you can hold in a specific server.

Name Description
Money Earned/Lost

The amount of cash gained or lost by defusing the bomb. Use a minus sign (-) before the number to have that money lost when defusing

Examples, Generator & More
cash_player_bomb_planted <Money Earned/Lost>

This cheat command alters how much money a player gets for planting the bomb. You can't earn more than the max money on a specific server.

Name Description
Money Earned/Lost

The amount of cash gained by planting the bomb. Use a minus sign (-) before the number to have that money lost when planting the bomb.

Examples, Generator & More
cash_player_damage_hostage <Money Earned/Lost>

This command sets the money lost or earned for damaging a hostage. By default this deducts $30 from the player for each time the hostage is damaged, and can be set to deduct even more or to award the player.

Name Description
Money Earned/Lost

The amount of money given to or taken from the player upon damaging a hostage. Use a minus sign (-) before the number to have that money lost when shooting a hostage.

Examples, Generator & More
cash_player_get_killed <Money Earned/Lost>

This command sets the money earned or lost for getting killed by an enemy. By default this is $0, but can be changed to either award the player or take money from them.

Name Description
Money Earned/Lost

The amount of money a player earns or loses from being killed. Use a positive number to give money on this action, and use a minus sign (-) before the number to make getting killed cost players money.

Examples, Generator & More
cash_player_interact_with_hostage <Money Earned/Lost>

This command sets the money earned or lost for interacting with a hostage. By default this is $150, but can be changed to either award the player more or take money from them.

Name Description
Money Earned/Lost

The amount of money a player earns or loses from interacting with a hostage. Use a positive number to give money on this action, and use a minus sign (-) before the number to make interacting with hostages cost players money.

Examples, Generator & More
cash_player_killed_enemy_default <Money Earned/Lost>

This command sets how much money is earned or lost by killing an enemy player with a default weapon.

Name Description
Money Earned/Lost

The amount of money a player earns or loses when killing an enemy. Use a minus sign (-) before the number to have that amount of money lost whenever you kill a player.

Examples, Generator & More
cash_player_killed_enemy_factor <Money Earned/Lost>

This command sets how much money is earned or lost by killing an enemy player with one of the main weapons (default pistols, primary rifles like the AK/M4, etc)

Name Description
Money Earned/Lost

The amount of money a player earns or loses when killing an enemy. Use a minus sign (-) before the number to have that amount of money lost whenever you kill a player.

Examples, Generator & More
cash_player_killed_hostage <Money Earned/Lost>

This console command dictates how much money is earned or lost when a player kills a hostage.

Name Description
Money Earned/Lost

The amount of money a player earns or loses when killing a hostage. Use a minus sign (-) before the number to have that amount of money lost whenever you kill a hostage.

Examples, Generator & More
cash_player_killed_teammate <Money Earned/Lost>

This cheat command sets how much money is earned or lost for killing a teammate.

Name Description
Money Earned/Lost

The money you earn or lose for killing a teammate. Using a minus sign (-) before the number sets the command to take money from a player when they kill a teammate.

Examples, Generator & More
cash_player_rescued_hostage <Money Earned/Lost>

Sets the money earned or lost for rescuing a hostage safely in hostage mode.

Name Description
Money Earned/Lost

The money earned or lost for rescuing a hostage. Use a minus sign (-) before the value to have rescuing a hostage cost players money, and enter the number without a minus sign to make it award players.

Examples, Generator & More
cash_player_respawn_amount <Money Earned/Lost>

Sets how much money players respawn with.

Name Description
Money Earned/Lost

The amount of money earned or lost for respawning. You can use a minus sign (-) before the number to have that amount of money lost whenever you respawn.

Examples, Generator & More
cash_team_elimination_bomb_map <Money Earned/Lost>

This console command sets how much money each team member earns when they eliminate all 5 enemies in a bomb defusal map , like Mirage or Dust II.

Name Description
Money Earned/Lost

The amount of money each team member earns for winning a round in a bomb defusal map. Use a minus sign (-) before the number to have that amount taken from each player.

Examples, Generator & More
cash_team_elimination_hostage_map_ct <Money Earned/Lost>

This console command sets how much money each team member earns on the CT side when they eliminate all 5 Terrorists on a hostage map.

Name Description
Money Earned/Lost

This is the amount of money each CT earns for winning a round on a hostage map by elimation. Use a minus sign (-) before the number to have that amount taken from each player instead of earned.

Examples, Generator & More
cash_team_elimination_hostage_map_t <Money Earned/Lost>

This command sets how much money each Terrorist earns for winning a round in a hostage map by elimination.

Name Description
Money Earned/Lost

This is the amount of money each T earns for winning a round on a hostage map by elimation. Use a minus sign (-) before the number to have that amount taken from each player instead of earned.

Examples, Generator & More
cash_team_hostage_alive <Money Earned/Lost>

This command sets the amount of money earned or lost for a hostage surviving a round. The default is $0.

Name Description
Money Earned/Lost

This is the amount of money each team earns when a hostage survives the whole round. Use a minus sign (-) before the number to have that amount taken from each player instead of earned.

Examples, Generator & More
cash_team_hostage_interaction <Money Earned/Lost>

This console command chooses how much money is earned or lost for a player interacting with a hostage.

Name Description
Money Earned/Lost

This is the amount of money each player earns when interacting with a hostage. Use a minus sign (-) before the number to have that amount taken from each player instead of earned.

Examples, Generator & More
cash_team_loser_bonus <Money Earned/Lost>

This command sets the base cash earned by a team for losing a round. This then rises in set increments, which is controlled by a separate command.

Name Description
Money Earned/Lost

This is the amount of money each player earns after losing their first round since a win. Use a minus sign (-) before the number to have that amount taken from each player instead of earned.

Examples, Generator & More
cash_team_loser_bonus_consecutive_rounds <Money Earned/Lost>

This console command sets the cash increase for a string of losses to climb by. Having this value at $500 (default) means each consecutive lost round awards $500 more than the previous to the losing team, up until 5 lost rounds in a row.

Name Description
Money Earned/Lost

This is the amount of money that is added onto the round bonus for losing consecutive rounds, capped at a total of 5 lost rounds. Use a minus sign (-) before the number to have reduce the cash earned by your desired value.

Examples, Generator & More
cash_team_planted_bomb_but_defused <Money Earned/Lost>

This command sets the amount of money the Terrorist team earns for planting a bomb that is ultimately defused. This stacks along with the round loss bonus. The default value is $800.

Name Description
Money Earned/Lost

The amount of money that the Terrorist team earns for planting the bomb if it is then defused by the CT's. Use a minus sign (-) before the number you enter to make the T side lose that amount on this event.

Examples, Generator & More
cash_team_rescued_hostage <Money Earned/Lost>

This command changes the amount of money that the whole team earns for one player rescuing the hostage.

Name Description
Money Earned/Lost

The amount of cash that each team member earns for one of the players rescuing a hostage. The default value for this is $0. Use a minus sign (-) before the number you enter to cause team members to lose money on this event.

Examples, Generator & More
cash_team_terrorist_win_bomb <Money Earned/Lost>

This command sets the amount of cash won by each player on the Terrorist team when they win a round by the bomb exploding.

Name Description
Money Earned/Lost

The amount of money earned by each T on a round won via the bomb exploding. Use a minus sign (-) to cause players to lose the amount of money you set on this event happening.

Examples, Generator & More
cash_team_win_by_defusing_bomb <Money Earned/Lost>

This console command sets the amount of money the CT team earns for winning a round by defusing the bomb.

Name Description
Money Earned/Lost

The amount of money earned by each CT on a round won via defusing the bomb. Use a minus sign (-) to cause players to lose the amount of money you set on this event happening.

Examples, Generator & More
cash_team_win_by_hostage_rescue <Money Earned/Lost>

This cheat command changes the amount of money won by team members when they win a round by rescuing a hostage.

Name Description
Money Earned/Lost

The money earned by each member of the team when victory is achieved by rescuing the hostage successfully. Use a minus sign (-) before the number you enter to make players lose that amount of money on a hostage rescue win.

Examples, Generator & More
cash_team_win_by_time_running_out_bomb

This command sets the amount of money that the CT players earn from winning a round by the time running out, meaning the Terrorists didn't get a bomb down or eliminate all the CT's in the required time limit.

Examples, Generator & More
cash_team_win_by_time_running_out_hostage <Money Earned/Lost>

This command sets the amount of money won by the team guarding the hostages if they win the round by not allowing any hostages to be rescued within the time limit.

Name Description
Money Earned/Lost

The cash earned by each team member for winning a round by keeping all hostages from being rescued. Use a minus sign (-) before the number you enter to make players lose that amount of money on time-running-out win.

Examples, Generator & More
changelevel <Map Name>

This command is used to change the map you're playing on.

Name Description
Map Name

The name of the map you want to transition to in it's technical name. Here is a full list of map codes.

Examples, Generator & More
changelevel2 <Map Name>

This command changes the map you're playing on into a single player instance. Doing this can cause the map you're trying to load into to freeze.

Name Description
Map Name

The name of the map you want to switch to in it's technical form. Here is a full list of map codes.

Examples, Generator & More
cl_dm_buyrandomweapons <0 / 1>

When this command is enabled, each time you spawn in deathmatch you will have a random weapon.

Name Description
0 / 1

Enter 1 here to enable random weapons on spawn in DM. Enter 0 to disable random weapons (default).

Examples, Generator & More
cl_game_mode_convars

Use this command to produce a list of the active convars in your current game server, such as bot difficulty and the game mode you're playing.

Examples, Generator & More
endround

This command will end the current round. Note that this essentially restart the current round. At the start of the next round, the scores will remain the same (there will not be a winner or loser).

Examples, Generator & More
ff_damage_bullet_penetration

This command sets the multiplier for bullet penetration in friendly fire. Default is 0. If set to the maximum value (1), bullets will have no penetration power.

Examples, Generator & More
ff_damage_reduction_bullets <Multiplier>

This command sets the multiplier for bullet damage made to friendly teammates. The amount of normal damage is multiplied by this number. So if you set this to 0.5 and your bullet would've done 20 damage, it'd be 20 * 0.5, which would mean only 10 damage is done in friendly fire. Setting this to 0 would mean bullets do 0 damage to friendly teammates. Note that this command only has an effect when friendly fire is enabled.

Name Description
Multiplier

The multiplier for friendly damage. If set to 1, damage would be the same to friendly teammates as it would to hostiles. If set to 0, there would be 0 damage done by bullets to friendly teammates. If set to 0.5, bullets would do half damage.

Examples, Generator & More
ff_damage_reduction_grenade <Multiplier>

This command sets the multiplier for grenade damage from friendly fire. If set to 1, damage would be the same, if set to 0, there would be no damage from grenades thrown by teammates. Note that this command only has an effect when friendly fire is enabled.

Name Description
Multiplier

The multiplier for friendly grenade damage. 1 would mean friendly grenades do normal damage. 0.5 would mean friendly grenades do 50% damage, etc.

Examples, Generator & More
ff_damage_reduction_grenade_self <Multiplier>

This command sets the multiplier for grenade damage from grenades thrown by yourself. Note that this command only has an effect when friendly fire is enabled.

Name Description
Multiplier

The multiplier for how much damage grenades you throw do to yourself. 1 would mean equal damage, 0 would mean no damage, 0.5 would mean half damage.

Examples, Generator & More
ff_damage_reduction_other <Multiplier>

This command sets the multiplier for friendly fire damage made to teammates from things that aren't bullets and grenades. Note that this command only has an effect when friendly fire is enabled.

Name Description
Multiplier

The multiplier for friendly fire damage that isn't done by grenades and bullets. 0 would mean no damage, 1 would mean full damage, 0.6 would mean 60% damage, etc.

Examples, Generator & More
game_mode <Game Mode>

This command can be used in conjunction with the game_type command to change the type of game you are playing (casual, deathmatch, etc). See argument information for help.

Name Description
Game Mode

The number of the game mode you wish to play. Use this in combination with the game_type command. Possible combinations are:

Name game_type game_mode
Casual 0 0
Competitive 0 1
Scrim Competitive 2v2 0 2
Scrim Competitive 5v5 0 2
Arms Race / Gun Game 1 0
Demolition 1 1
Deathmatch 1 2
Training 2 0
Custom 3 0
Cooperative 4 0
Skirmish 5 0
Examples, Generator & More
game_type <Game Type>

This command can be used with the game_mode command to change the game you are playing (e.g. arms race, competitive, etc). See argument information for combinations and help.

Name Description
Game Type

The number of the game type you wish to play. Use this in combination with the game_mode command. Possible combinations are:

Name game_type game_mode
Casual 0 0
Competitive 0 1
Scrim Competitive 2v2 0 2
Scrim Competitive 5v5 0 2
Arms Race / Gun Game 1 0
Demolition 1 1
Deathmatch 1 2
Training 2 0
Custom 3 0
Cooperative 4 0
Skirmish 5 0
Examples, Generator & More
give <Weapon Code>

This command will give you the item with the specified item code. Find item codes on our give command list.

Name Description
Weapon Code

The weapon code of the weapon or grenade you wish to spawn (e.g. AK-47 is weapon_ak47).

Examples, Generator & More
givecurrentammo

This command will top up your ammo to its maximum level for the weapons you currently have.

Examples, Generator & More
inferno_damage <Damage Per Second>

This fun console command is used to change how much damage molotov and incendiary grenades do . When cheats are activated, you can set this value to be incredibly high or incredibly low.

Name Description
Damage Per Second

The damage per second (DPS) you want molotovs and incendiaries to do. The default value for this command is 40, though it can be set to crazy values like 1 or 2000 damage per second.

Examples, Generator & More
inferno_flame_lifetime <Burn Time>

This console command changes how long the fires burn from molotov and incendiary grenades. It allows you to make them last for just a moment, or for an extended period of time.

Name Description
Burn Time

How long you want molotov and incendiary grenades to burn for when they explode in seconds. The default value for this command is 7 seconds, but it can be changed to under a second or for minutes at a time.

Examples, Generator & More
inferno_flame_spacing <Spacing>

This console command changes the distance between separate flame spawns when using molotov and incendiary grenades.

Name Description
Spacing

The distance you want between flame spawns. The default value for this command is 42.

Examples, Generator & More
inferno_forward_reduction_factor <Reduction Factor>

This console command changes the forward reduction factor used in molotov and incendiary grenades.

Name Description
Reduction Factor

Your desired forward reduction factor for use when the grenades burn. The default value for this command is 0.9.

Examples, Generator & More
inferno_friendly_fire_duration <Duration>

This command sets how long after you've damaged a teammate with a molotov or an incendiary grenade the server tells you that you've damaged someone on your team.

Name Description
Duration

The time, in seconds, that you want the server to tell that you damaged a teammate with fire. The default value for this command is 6 (seconds).

Examples, Generator & More
inferno_initial_spawn_interval <Time>

This command sets how long it takes for a molotov or incendiary grenade to bloom out and reach its maximum spread. If you set this value higher than the time the molotov is active, it will never reach its full size and stay contained to just a small section of where you threw it.

Name Description
Time

The time it takes for the molotov/incendiary grenade to spread to its entire reach. The default value for this command is 0.02 (seconds).

Examples, Generator & More
inferno_max_child_spawn_interval <Time>

Use this command to set the longest period of time that can pass before a molotov or incendiary grenade's child flames spawn.

Name Description
Time

The max time it will take for a grenade's child flames to spawn in second. The higher you set this, the longer it takes. Default value for this command is 0.5.

Examples, Generator & More
inferno_max_flames <Max Flames>

This command is used to set the maximum number of flames that can be created from a single molotov or an incendiary grenade.

Name Description
Max Flames

The max amount of flames you want to be able to spawn. Sadly, setting it to a number like 1,000 won't produce 1,000 flames when using a molotov or incendiary grenade.

Examples, Generator & More
inferno_max_range <Range>

This command sets the maximum distance that flames from a molotov or incendiary grenade can spread from their initial point of impact with the ground.

Name Description
Range

The maximum range that flames can spread from where you threw the grenade. The default value for this command is 150.

Examples, Generator & More
inferno_per_flame_spawn_duration <Time>

This command is the time in seconds that each new flame in an incendiary grenade or molotov will try to create new flames.

Name Description
Time

The time until new flames will try and spawn more new flames. The default value for this command is 3 seconds.

Examples, Generator & More
inferno_scorch_decals <0 / 1>

You can use this console command to prevent molotovs and incendiary grenades you throw from leaving scorch decals (scorch marks) on the ground once they burn out.

Name Description
0 / 1

Enter a 0 after this command to prevent fire grenades from leaving scorch decals, and a 1 after the command to leave them on (default).

Examples, Generator & More
inferno_spawn_angle <Degrees>

This console command adjusts the angle from which child flames burn to their parent. You can use it to edit slightly the way that molotovs spread when they burn.

Name Description
Degrees

The angle in degrees that the child flames burn based off their parents position. The default value for this command is 45 degrees.

Examples, Generator & More
inferno_surface_offset <Offset>

This command edits the surface offset used in incendiary grenades and molotovs when they hit the ground and begin burning.

Name Description
Offset

The desired offset you want your fire grenades to burn at. The default value for this command is 20.

Examples, Generator & More
inferno_velocity_decay_factor <Velocity>

This console command is used to edit the velocity of the decay factor in the flames of molotov and incendiary grenades.

Name Description
Velocity

The desired velocity of the flame's decay. The default value for this command is 0.2.

Examples, Generator & More
inferno_velocity_factor <Velocity>

This command adjusts the velocity of molotov and incendiary grenades.

Name Description
Velocity

The desired velocity of the grenade. The default value for this command is 0.003.

Examples, Generator & More
inferno_velocity_normal_factor <Velocity>

This command sets the normal factor of the velocity for molotov and incendiary grenades.

Name Description
Velocity

A numeric value that represents what you want your normal factor velocity to be on molotov and incendiary grenades. The default value for this command is 0.

Examples, Generator & More
map <Map Code>

Use this console command to instantly change the map you're currently playing to a different map.

Name Description
Map Code

This is the full name of the map you want to play, such as de_mirage. Find map codes on our map code list.

Examples, Generator & More
map_background <Map Code>

This command will make the specified map become the background of the main menu. May not work since Panorama mode (new CS:GO UI).

Name Description
Map Code

The map code of the map you wish to set as the background of the main menu.

Examples, Generator & More
map_commentary <Map Code>

This command starts playing the specified map with commentary.

Name Description
Map Code

The map code of the map you wish to load with commentary.

Examples, Generator & More
map_edit <Map Code>

This command may not work. It should load the specified map in edit mode.

Name Description
Map Code

The map code of the map you wish to edit.

Examples, Generator & More
map_setbombradius <Damage / Radius>

This command sets the bomb damage to the specified value and adjusts the radius to 3.5 the damage amount.

Name Description
Damage / Radius

Your desired bomb damage, the radius will be 3.5 this amount. If you enter 10 here, the bomb damage would be 10 and radius 35.

Examples, Generator & More
map_showbombradius

This command shows the bomb radius from the center the map's bomb plant spot(s).

Examples, Generator & More
map_showspawnpoints

This command will show the map's spawn points. Invalid spawn points will be of the red color (valid are green). Will be hidden after 60 seconds.

Examples, Generator & More
mapcycledisabled <0 / 1>

If you set this command to 1 (default 0), the same map will be replayed at the end of each game (instead of moving to the next map in the map pool).

Name Description
0 / 1

Enter 0 to not disable map cycling, and have more than one map (default). Enter 1 to disable map cycling and make it so that the same map is restarted at the end of each game.

Examples, Generator & More
mapgroup <Map Group>

This command will set the server's map group to the specified map group. Map groups are the groups of maps that a server will cycle through.

Name Description
Map Group

The map group to set the server's to. Options are:

Map Group Description
mg_bomb Demolition Maps (Competitive)
mg_hostage Hostage Maps
mg_dust Dust I and Dust II
mg_demolition Demolition Maps (Casual)
mg_armsrace Arms Race Maps
Examples, Generator & More

mapoverview_allow_client_draw

mapoverview_allow_client_draw
CS:GO Command

mapoverview_allow_grid_usage

mapoverview_allow_grid_usage
maps

This command prints to console a list of all of the maps you have installed/downloaded.

Examples, Generator & More
mp_afterroundmoney <Amount>

This command sets the amount of money that is award to every player on every team at the end of each round, regardless of win/loss. Default is 0 (win/loss bonus is set with a different command).

Name Description
Amount

The amount of money to give each player on each team after every round (regardless of win/loss).

Examples, Generator & More
mp_autokick <0 / 1>

This command sets whether or not the auto kick feature should be enabled. The auto kick feature kicks people for being idle (AFK) and team damage. Default is 1 (enabled).

Name Description
0 / 1

Set this to 0 to disable all auto kick features. Set this to 1 (default) to enable auto kick features (i.e. auto kicking for AFK and for too much team damage/killing).

Examples, Generator & More
mp_autoteambalance <0 / 1>

This command can be used to enable or disable the auto team balance feature. This feature will swap players around teams at the end of a round if there are an unequal amount of players on either time (i.e. if team A has 1 player and team B has 3, at the end of the round, 1 player from team B would be automatically moved over to team A).

Name Description
0 / 1

Enter 0 here to disable auto team balancing. Enter 1 here to enable auto team balancing (default).

Examples, Generator & More
mp_backup_restore_list_files <Prefix / Limit>

This command lists backup round files that match the specified prefix. The order they are listed in is most recent to least recent.

Name Description
Prefix / Limit

If you specify a number here, the number of backup round files listed will be limited to this number (the most recent will be shown). If you specify a non-number (words), only backup files with this prefix will be listed. If you do not specify anything here, the default prefix (backup_) will be searched for.

Examples, Generator & More
mp_backup_restore_load_autopause <0 / 1>

This command sets whether or not the game should be automatically paused when a backed up round is restored. Default is 1 (enabled).

Name Description
0 / 1

Enter 0 here to disable the auto pause after the load of a backup. Enter 1 here to enable the pause of the game after loading a round backup file.

Examples, Generator & More
mp_backup_restore_load_file <Backup File>

This command will load the specified backup file and restore the game to the round after the last round saved in the backup file. Data saved includes the current scores, player kills, player deaths and player cash.

Name Description
Backup File

The name of the backup file you wish to restore. Find round backup file names with mp_backup_restore_list_files. You should include the .txt file extension.

Examples, Generator & More
mp_backup_round_auto <0 / 1>

This command sets whether or not backups are stored in-memory to handle reconnecting players. Default is 1 (enabled).

Name Description
0 / 1

Enter 0 to disable this setting, and only load backups from disk. Enter 1 to enable this setting (default).

Examples, Generator & More
mp_backup_round_file <File Prefix>

This command can be used to set the files prefix. If you set a prefix here (other than backup), rounds will be saved to files with the following name format: PREFIX_date_time_team1_team2_mapname_roundnum_score1_score2.txt.

Name Description
File Prefix

Default is "backup". The prefix for the round backup files. Round files will be saved as: PREFIX_date_time_team1_team2_mapname_roundnum_score1_score2.txt

Examples, Generator & More
mp_backup_round_file_last

This command will print the name of the latest round backup file that was saved.

Examples, Generator & More
mp_backup_round_file_pattern <Name>

This command can be used to change the file name format of backup files. See argument info for help.

Name Description
Name

Your desired name format. These variables will be replaced with their actual values:

  • %prefix% will be replaced with the file prefix
  • %date% will be replaced with the date of the backup
  • %time% will be replaced with the time of the backup
  • %team1% will be replaced with the name of team 1
  • %team2% will be replaced with the name of team 2
  • %map% will be replaced with the map name
  • %round% will be replaced with the round #
  • %score1% will be replaced with the first team's score
  • %score2% will be replaced with the second team's score
Examples, Generator & More
mp_buy_allow_grenades <0 / 1>

This command sets whether or not players can purchase any form of grenade from the buy menu. Default is 1 (enabled).

Name Description
0 / 1

Enter 0 to disable the buying of grenades. Enter 1 to to enable (default).

Examples, Generator & More
mp_buy_anywhere <0 / 1 / 2 / 3>

This command can be used to set whether or not players can access the buy menu when they are outside of the buyzone. Note that they still need to be within the buy time period - you can change the buy time period with mp_buytime.

Name Description
0 / 1 / 2 / 3

Your desired setting. Options are:

  • 0 - default, only in buy zones
  • 1 - buy anywhere for all teams
  • 2 - buy anywhere for terrorists only
  • 3 - buy anywhere for counter-terrorists only
Examples, Generator & More
mp_buy_during_immunity <0 / 1 / 2 / 3>

This command makes it so that players can buy when they are immune, regardless of the current buy time. This is used commonly in deathmatch servers. See argument information for options. Default is 0 (disabled).

Name Description
0 / 1 / 2 / 3

Your desired setting. Options are:

  • 0 - default, disabled
  • 1 - both teams can buy when they are immune (just after they spawn)
  • 2 - only terrorists can buy when they are immune
  • 3 - only counter-terrorists can buy when they are immune
Examples, Generator & More
mp_buytime <Seconds>

This command sets the amount of time (in seconds) that players have after a round starts to purchase items. This is the time period AFTER the round countdown. So players have the countdown at the start of the round (usually 15 seconds), plus this time period to buy.

Name Description
Seconds

The amount of seconds that players have to access and use the buy menu after the round begins.

Examples, Generator & More
mp_c4timer <Seconds>

This command sets how many seconds it takes for the bomb to explode after it has been planted by the terrorists. Default is 40 seconds or 35 seconds, depending on gamemode.

Name Description
Seconds

The amount of seconds it takes for the C4 to detonate after it has been planted.

Examples, Generator & More
mp_competitive_endofmatch_extra_time <Seconds>

This command sets the amount of time (in seconds) that the scoreboard will show for (or voting time there will be) after a competitive match ends. Default is 15 seconds.

Name Description
Seconds

The amount of time in seconds the scoreboard will show for after a competitive match ends. If there is voting (e.g. for overtime or extra map), this time will be used.

Examples, Generator & More
mp_ct_default_grenades <Grenade Code(s)>

This command sets the default grenades that counter terrorists spawn with. Default is none (0). Separate multiple grenades with spaces.

Name Description
Grenade Code(s)

The weapon codes of the grenades you wish for CTs to spawn with by default. If multiple, separate them with spaces. Find codes here.

Examples, Generator & More
mp_ct_default_melee <Weapon Code(s)>

This command sets the default melee weapon that counter terrorists spawn with at the start of the round. Default is weapon_knife.

Name Description
Weapon Code(s)

The weapon codes of the melee weapons you wish for CTs to spawn with by default. If multiple, separate them with spaces. Find codes here.

Examples, Generator & More
mp_ct_default_primary <Weapon Code(s)>

This command sets the default primary weapon that counter terrorists spawn with at the start of the round. Default is none (0).

Name Description
Weapon Code(s)

The weapon codes of the primary weapons you wish for CTs to spawn with by default. If multiple, separate them with spaces. Find codes here.

Examples, Generator & More
mp_ct_default_secondary <Weapon Code(s)>

This command sets the default secondary weapon that counter terrorists spawn with at the start of the round. Default is weapon_hkp2000.

Name Description
Weapon Code(s)

The weapon codes of the secondary weapons you wish for CTs to spawn with by default. If multiple, separate them with spaces. Find codes here.

Examples, Generator & More
mp_death_drop_c4 <0 / 1>

This command sets whether or not the C4 (bomb) is droppable. Default is 1 (droppable).

Name Description
0 / 1

Enter 0 here to make the bomb undroppable. Enter 1 here to make it so that the bomb can be dropped (default).

Examples, Generator & More
mp_death_drop_defuser <0 / 1>

This command sets whether or not defuse kits are dropped on death. Default is 1 (dropped on death).

Name Description
0 / 1

Enter a 0 here to make it so that defuse kits are not dropped on death. Enter a 1 here to make it so that they are dropped (default).

Examples, Generator & More
mp_death_drop_grenade <0 / 1 / 2>

This command sets which grenade (if any) to drop when a player is killed. See argument information for help. Default is 1 (their best).

Name Description
0 / 1 / 2

Enter either of the following:

  • 0 - drop no grenades on death
  • 1 - drop the best grenade on death (most valuable)
  • 2 - if there is a grenade in the hand of the "deathee" at the time of death, drop that, if not, drop their most valuable grenade
Examples, Generator & More
mp_death_drop_gun <0 / 1 / 2>

This command sets which gun should be dropped when a player is killed. Default is 1 (their best).

Name Description
0 / 1 / 2

Enter either of the following:

  • 0 - drop no guns on death
  • 1 - drop the best gun on death (most valuable)
  • 2 - if there is a gun in the hand of the player at the time of death, drop that, if not, drop their most valuable gun
Examples, Generator & More
mp_deathcam_skippable <0 / 1>

This command sets whether or not the deathcam can be skipped. Default is 1 (skippable).

Name Description
0 / 1

Enter 0 here to make it so that the death cam cannot be skipped. Enter 1 here to make it so that the death cam can be skipped (default).

Examples, Generator & More
mp_default_team_winner_no_objective <Team>

If your map does not have an objective, this command will set who wins the game when the time runs out.

Name Description
Team

The team you wish to be the winner when the time runs out.

Examples, Generator & More
mp_defuser_allocation <0 / 1 / 2>

This command can be used to set whether or not players should receive defusers (for free) at the start of the round, and if so, who should receive the defusers.

Name Description
0 / 1 / 2

The way defusers should be allocated at the start of the round. Possible values are:

  • 0 - no free defusers
  • 1 - random players
  • 2 - all players
Examples, Generator & More
mp_disable_autokick <User ID>

This command will stop the user with the specified userid from being autokicked. Note that this user id is not their steam ID, the user ID is the number that shows in the "status" command.

Name Description
User ID

The ID of the user you wish to disable auto kick for. The user ID is the first number before a player's name in the list of players that shows when you type "status" in console.

Examples, Generator & More
mp_display_kill_assists <0 / 1>

This command will set whether or not assists are shown in the killfeed. Default is yes (1).

Name Description
0 / 1

Enter 0 here to not display assists in the kill feed. Enter 1 here (default) to show assists in the kill feed.

Examples, Generator & More
mp_dm_bonus_length_max <Seconds>

This command sets the maximum duration of the bonus time in deathmatch. A random time between this value and mp_dm_bonus_length_min will be chosen.

Name Description
Seconds

The maximum duration of the bonus time (seconds).

Examples, Generator & More
mp_dm_bonus_length_min <Seconds>

This command sets the minimum duration of the bonus time in deathmatch. A random time between this value and mp_dm_bonus_length_max will be chosen.

Name Description
Seconds

The minimum duration of the bonus time (seconds).

Examples, Generator & More
mp_dm_bonus_percent <Percentage>

This command sets the percentage of extra points that should be added when someone gets a kill with a bonus weapon during the bonus time.

Name Description
Percentage

The percentage of extra points that should be added. 50 = 50%. If 50 percent and the amount of points was usually 8, 12 would be added.

Examples, Generator & More
mp_dm_time_between_bonus_max <Seconds>

This command sets the maximum time between each bonus time period. A duration between this value and mp_dm_time_between_bonus_min will be randomly chosen.

Name Description
Seconds

The maximum duration between each bonus time (seconds).

Examples, Generator & More
mp_dm_time_between_bonus_min <Seconds>

This command sets the minimum time between each bonus time period. A duration between this value and mp_dm_time_between_bonus_max will be randomly chosen.

Name Description
Seconds

The minimum duration between each bonus time (seconds).

Examples, Generator & More
mp_do_warmup_offine <0 / 1>

This command sets whether or not there should be a warmup period when you are in a private game / offline with bots. Default is no warmup (0). There is a typo in this command in CS:GO - mp_do_warmup_offine is the command, NOT mp_do_warmup_offline

Name Description
0 / 1

Enter 0 here to make it so that there is not a warmup in bot games (default). Enter 1 here to enable warmup in bot / offline games.

Examples, Generator & More
mp_do_warmup_period <0 / 1>

This command sets whether or not there is a warmup period in games. Default is enabled (1). This does not apply to offline with bot games, use the mp_do_warmup_offine (that's not a typo) command instead.

Name Description
0 / 1

Enter 0 here to disable the warmup period. Enter 1 here (default) to have a warmup period before the match.

Examples, Generator & More
mp_dump_timers

This command prints round timers to the console. Used for debugging.

Examples, Generator & More
mp_endmatch_votenextleveltime <Seconds>

This command sets how much time (in seconds) players have to vote for the next map at the end of the game.

Name Description
Seconds

The time, in seconds, that players have to place their vote for the next map. Default is 20.

Examples, Generator & More
mp_endmatch_votenextmap <0 / 1>

This command enables and disables the option for players to vote for the next map at the end of the game. Default is 1 (which allows players to vote).

Name Description
0 / 1

Enter 0 to make it so that players cannot vote for the next map (random). Enter 1 (default) to allow players to vote for the next map.

Examples, Generator & More
mp_endmatch_votenextmap_keepcurrent <0 / 1>

This command sets whether or not the current map is allowed to be voted for at the end of the game. Default is enabled, meaning players can vote again for the same map.

Name Description
0 / 1

Enter 0 to disallow players for voting for the map that was just played. Enter 1 (default) to allow players to vote for the same map again.

Examples, Generator & More
mp_force_assign_teams <0 / 1>

This command can enable or disable the force assignment of teams. If force team assignment is enabled, players do not get a choice of which team to join, they are automatically placed on a team. By default this setting is disabled (players can choose their team).

Name Description
0 / 1

Set this to 0 to allow players to choose their team (default). Set this to 1 to not let players choose their team (and have the game automatically assign a team).

Examples, Generator & More
mp_force_pick_time <Seconds>

This command sets the duration, in seconds, that the game will allow for a player to choose a team. After this time period, a team is automatically chosen for them. Default duration is 15 seconds.

Name Description
Seconds

The time, in seconds, that a player has to choose a team before they are automatically given a team.

Examples, Generator & More
mp_forcecamera <0 / 1 / 2>

This command sets the scope spectators have (i.e. who players can spectate when they die). See argument information for scopes.

Name Description
0 / 1 / 2

Set this to 0 to allow players to spectate any team. Set this to 1 to allow players to only spectate their own team. Set this to 2 to disallow spectating, players will be shown a black screen until the next round.

Examples, Generator & More
mp_forcerespawnplayers

This command may not work. It should force all dead players to respawn.

Examples, Generator & More
CS:GO Command

mp_forcewin

mp_forcewin

This command does not work. It should force the winning team (or specified team) to win.

mp_free_armor <0 / 1 / 2>

This command, if set to 1, will make each player spawn with a vest and if set to 2, will make players respawn with both a vest and a helmet. Default is 0 (no vest or helmet).

Name Description
0 / 1 / 2

Enter a 0 here to disable free armor and helmet at the start of the round / on respawn (default). Enter 1 to give a free vest to all players on respawn. Enter 2 to give a free vest and helmet to all players on respawn.

Examples, Generator & More
mp_freezetime <Seconds>

This command sets how long players are frozen for at the start of each the round. This freeze time allows players to buy their gear and discuss tactics before the round begins. Default is 15 seconds.

Name Description
Seconds

The amount of time, in seconds, that players should be frozen for at the start of the round.

Examples, Generator & More
mp_friendlyfire <0 / 1>

This command can be used to enable and disable friendly fire. When friendly fire is enabled, players can damage their own teammates. The default setting for this command depends on gamemode. Competitive game modes have friendly fire enabled, casual do not.

Name Description
0 / 1

Enter a 0 here to disable friendly fire, meaning teammates won't be able to hurt eachother. Enter a 1 here to enable friendly fire.

Examples, Generator & More
mp_ggprogressive_random_weapon_kills_needed <Amount>

If you have set mp_ggprogressive_use_random_weapons to enabled (1), this command can be used to set the amount of kills that are required to progress to the next weapon. Default is 2. This is used for gamemodes such as Arms Race (Gun Game).

Name Description
Amount

The amount of kills that are needed to progress to the next weapon.

Examples, Generator & More
mp_ggprogressive_round_restart_delay <Seconds>

This command sets how long it takes for an Arms Race (Gun Game) match to restart after someone has won. Default is 15 seconds.

Name Description
Seconds

The amount of time, in seconds, that it takes for the game to restart after an Arms Race match has ended.

Examples, Generator & More
mp_ggprogressive_use_random_weapons <0 / 1>

If you enable this setting, in Arms Race mode, random weapons from each progression category will be selected, as opposed to the same weapons.

Name Description
0 / 1

Enter 0 to disable this setting. Enter 1 to enable this setting.

Examples, Generator & More
mp_ggtr_bomb_defuse_bonus <Amount>

This command sets the amount of bonus upgrades CTs will be awarded with if and when they defuse a bomb in Arms Race (Gun Game).

Name Description
Amount

The amount of bonus upgrades CTs receive for defusing the bomb in Arms Race.

Examples, Generator & More
mp_ggtr_bomb_detonation_bonus <Amount>

This command sets the amount of bonus upgrades Ts will be awarded when they successfully detonate a bomb in Arms Race (Gun Game).

Name Description
Amount

The amount of bonus upgrades Ts receive for detonating the bomb in Arms Race.

Examples, Generator & More
mp_ggtr_bomb_pts_for_flash <Amount>

This command sets the amount of kill points required in order for a player to receive a bonus flashbang grenade in Arms Race.

Name Description
Amount

The amount of kill points required for a bonus flashbang.

Examples, Generator & More
mp_ggtr_bomb_pts_for_he <Amount>

This command sets the amount of kill points required in order for a player to receive a bonus HE grenade in Arms Race.

Name Description
Amount

The amount of kill points required for a bonus HE grenade.

Examples, Generator & More
mp_ggtr_bomb_pts_for_molotov <Amount>

This command sets the amount of kill points required in order for a player to receive a bonus molotov, or incendiary grenade, in Arms Race.

Name Description
Amount

The amount of kill points required for a bonus molotov or incendiary grenade.

Examples, Generator & More
mp_ggtr_bomb_pts_for_upgrade <Amount>

This command sets the amount of kill points required for a player to receive a weapon upgrade in Arms Race.

Name Description
Amount

The number of kill points required for a weapon upgrade.

Examples, Generator & More
mp_ggtr_bomb_respawn_delay <Seconds>

This command sets the amount of seconds to delay before the bomb should become available to someone who has respawned in Gun Game (i.e. after respawning, you must wait this duration before being able to use the bomb).

Name Description
Seconds

The delay, in seconds, someone who has just respawned has to wait before they can use the bomb in Arms Race.

Examples, Generator & More
mp_ggtr_end_round_kill_bonus <Amount>

This command sets the amount of bonus points that a player receives, in demolition mode, when a knife kill is the winning kill for the round.

Name Description
Amount

The amount of bonus points to award when a kill with a knife is the round winning kill.

Examples, Generator & More
mp_ggtr_halftime_delay <Seconds>

This command sets the halftime "break" or "delay" duration for TR mode. Default is 0 (half time disabled).

Name Description
Seconds

The amount of time, in seconds, that half time should last for.

Examples, Generator & More
mp_ggtr_last_weapon_kill_ends_half <0 / 1>

This command sets whether or not the half should be ended when a player gets a kill with the final weapon in Arms Race mode.

Name Description
0 / 1

Enter 0 to disable this feature (default). Enter 1 to end the current half when a player gets a kill with the final weapon in Arms Race.

Examples, Generator & More
mp_ggtr_num_rounds_autoprogress <Amount>

This command sets how many rounds a player must go without an upgrade before an upgrade is automatically given to them. Default is 3, meaning if a player went for 3 rounds in Arms Race mode without an upgrade, then they would automatically receive an upgrade on the fourth.

Name Description
Amount

The amount of rounds a player should go without an upgrade before automatically being given one (Arms Race).

Examples, Generator & More
mp_give_player_c4 <0 / 1>

This command sets whether or not a player (on T side) should be given a bomb at the start of the round. Default depends on gamemode, for demolition gamemodes, this setting is enabled (1).

Name Description
0 / 1

Enter 0 to make the C4 not be spawned. Enter 1 to make the C4 be given to a random T at the start of the round.

Examples, Generator & More
mp_halftime <0 / 1>

This command sets whether or not teams are switched at half time. Default is 1, which is enabled.

Name Description
0 / 1

Enter 0 to disable team switching at half time. Enter 1 to enable team switching at half time (default).

Examples, Generator & More
mp_halftime_duration <Seconds>

This command sets the duration of half time, in seconds.

Name Description
Seconds

The duration of half time, in seconds. Default is 15.

Examples, Generator & More
mp_halftime_pausetimer <0 / 1>

This command can make it so that the match is paused at half time, and will not resume until unpaused manually. By default this is disabled (0).

Name Description
0 / 1

Enter 0 to make it so that the match is not paused at half time - after the halftime countdown, gameplay will be resumed. Enter 1 to pause the match at half time until resumed.

Examples, Generator & More
mp_hostages_max <Amount>

This command sets the maximum amount of hostages that should be spawned at the start of the round.

Name Description
Amount

The maximum amount of hostages that should be spawned at the start of the round. Default is 2.

Examples, Generator & More
mp_hostages_rescuetime <0 / 1>

This command sets whether or not extra time should be added to the round if/when a hostage is rescued. Default is 1 (enabled).

Name Description
0 / 1

Enter 0 to make it so the extra time is not added when a hostage is rescued. Enter 1 to enable extra time when a hostage is rescued (default).

Examples, Generator & More
mp_hostages_run_speed_modifier <Multiplier>

This command sets how run speed is affected when you are carrying a hostage. 0.5 = half speed, 1.5 = 150% speed.

Name Description
Multiplier

The number to multiply run speed by when you are carrying a hostage.

Examples, Generator & More
mp_hostages_spawn_farthest <0 / 1>

This setting, if enabled, makes hostages spawn at the furthest possible location. By default this is set to 0 (disabled).

Name Description
0 / 1

Enter 0 here to make it so that hostages spawn at a randomly selected location (out of the pre-defined locations) (default). Enter 1 here to make hostages spawn at the furthest possible location.

Examples, Generator & More
mp_hostages_spawn_force_positions <Positions>

This command can be used to force spawn positions. Enter each spawn position you wish to be the same every round (the number of the spawn position), with each spawn potion separated by a comma.

Name Description
Positions

Enter each spawn position you wish to force each round, each position should be separated by a comma. To force position 2 and 3, you'd enter "2,3" (quotes not needed).

Examples, Generator & More
mp_hostages_spawn_same_every_round <0 / 1>

This command will set whether or not the location of hostages is randomized each round, or the same throughout the game. Default is 1 (same for entire match).

Name Description
0 / 1

Enter 0 to make hostages spawn at random locations at the start of each round. Enter 1 to make it so that hostages spawn in the same locations as round 1 every round (the first round will still be randomized, but subsequent rounds will be the same positions.)

Examples, Generator & More
mp_hostages_takedamage <0 / 1>

This command sets whether or not hostages can take damage. Default is 0 (unable to take damage).

Name Description
0 / 1

Set this to 0 to make it so that hostages cannot take damage (default). Set this to 1 to allow hostages to take damage.

Examples, Generator & More
mp_humanteam <Any / CT / T>

This command can be used to restrict non-bot players to a specified team. Default is any team. See argument information for options.

Name Description
Any / CT / T

Enter "any" to allow players to join any team. Enter "t" to allow non-bot players only on terrorist team. Enter "ct" to allow non-bot players only on counter-terrorist team.

Examples, Generator & More
mp_ignore_round_win_conditions <0 / 1>

This command can be used to enable and disable round win conditions. If round win conditions are disabled (ignored), then the conditions that would usually make a round end (e.g. bomb exploding, team being eliminated) will no longer make the round end - the round would last forever, until manually ended. By default, this command is disabled (meaning win conditions are not ignored).

Name Description
0 / 1

This command, if enabled, would make the game ignore the conditions that usually end the round (e.g. everyone on a team dying, bomb exploding). When enabled, the round will last forever, or until you manually end it or disable this setting. Default is 0 (do not ignore win conditions).

Examples, Generator & More
mp_join_grace_time <Seconds>

This command sets the amount of time (in seconds) that a player can join the game for after a round starts. If they join after this period, they will be added to the spectators until the next round.

Name Description
Seconds

The amount of time, in seconds, that a player can join a team for after the round has started. Default is 0 (players cannot join after round has started).

Examples, Generator & More
mp_limitteams <Amount>

This command sets the maximum amount of different in players that there can be between two teams. If this was set to 1, if the CT team had 3 and T team had 2, a new player would not be able to join the CT team. Setting this to 0 disables the check. Default is 2.

Name Description
Amount

The maximum difference in players each team can have. A player cannot join a team, if them joining would make the difference in players between this team and the other team larger than this number. Set to 0 to disable team limiting.

Examples, Generator & More
mp_logdetail <0 / 1 / 2 / 3>

This command sets the server "combat" logging setting. See argument information for help.

Name Description
0 / 1 / 2 / 3

Set to 0 (default) to turn attack logging off. Set to 1 to only log enemy combat damage. Set to 2 to only log friendly combat damage. Set to 3 to log all forms of combat damage (both friendly and enemy).

Examples, Generator & More
mp_match_can_clinch <0 / 1>

This command sets whether or not the game should be automatically ended when it is not possible for another team to catch up. For example, in competitive, when a team gets 16 rounds, it would be impossible for the other team to catch up (so the match would be ended). If this setting was set to 0 (disabled), the game would not be ended when 16 rounds were reached. By default is this 1 (enabled).

Name Description
0 / 1

Set this to 0 to make it so that the game will be played out, regardless of whether or not it is impossible for one of the teams to catch up with the score and win. Set this to 1 (default) to end the match when one team reaches a score that would make it impossible for the other team to catch up.

Examples, Generator & More
mp_match_end_changelevel <0 / 1>

This command sets whether or not the map should perform a changelevel when the next map is the same map. Default is off (0), meaning scores/etc will be reset at the end of a match, and the map will not be loaded again if it is the same.

Name Description
0 / 1

Set this to 0 to not change the level at the end of the game if the map is the same (default). Set this to 1 to reload the game's map if it is the same.

Examples, Generator & More
mp_match_end_restart <0 / 1>

This command sets whether or not, at the end of the game, the current game (and map) is simply restarted or if a new map is loaded.

Name Description
0 / 1

Set this to 0 to not restart the current map, and instead load the next map at the end of the game. Set this to 1 to restart the match (as opposed to loading the next map) at the end of the match in play.

Examples, Generator & More
mp_match_restart_delay <Seconds>

This command sets how long it takes, in seconds, for a match to restart. This countdown is used at the end of a match, not when the mp_restartgame command is used.

Name Description
Seconds

The amount of time, in seconds, that the game should countdown for, before restarting the match (at the end of a match).

Examples, Generator & More
mp_maxmoney <Amount>

This command sets the maximum amount of money that any player can have at a given time. Maximum possible value is 65,535 due to technical limitations.

Name Description
Amount

The maximum amount of money that a player can have at any given time. A player's balance will not go above this amount, it will be capped at this value.

Examples, Generator & More
mp_maxrounds <Amount>

This command sets the maximum amount of rounds that the server will play for.

Name Description
Amount

The maximum amount of rounds that the server will play before restarting.

Examples, Generator & More
mp_molotovusedelay <Seconds>

This command sets the number of seconds that a player must wait after acquiring a molotov before they can use it.

Name Description
Seconds

The amount of time, in seconds, that a player must wait before being able to use a molotov they have just acquired.

Examples, Generator & More
mp_overtime_enable <0 / 1>

This command can be used to enable or disable overtime. Overtime is when extra rounds are played out to decide a winner, if the match ends with a tie. By default this is disabled (0). Set the amount of overtime rounds with mp_overtime_maxrounds.

Name Description
0 / 1

Enter 0 here to disable overtime (default). Enter 1 here to enable overtime.

Examples, Generator & More
mp_overtime_halftime_pausetimer <0 / 1>

This command can be used to enable or disable the pausing of the match in between each overtime half. If set to 1 (enabled), the match will pause after each overtime half and require a manual unpause before it is resumed. Default is 0 (off).

Name Description
0 / 1

Enter 0 here to disable a pause in between each overtime half (default). Enter 1 here to enable a pause (that has to be manually unpaused) at the end of each overtime half.

Examples, Generator & More
mp_overtime_maxrounds <Amount>

This command sets the maximum amount of rounds for each overtime session. Half time will be made at half of this value (i.e. at 6 max rounds, half time will be after 3 rounds).

Name Description
Amount

The maximum amount of rounds for each overtime session. The amount required to win will be automatically adjusted.

Examples, Generator & More
mp_overtime_startmoney <Amount>

This command sets the amount of cash that players start with at the beginning of each overtime half. Default is 10,000.

Name Description
Amount

The amount of money that each player should have at the start of an overtime half.

Examples, Generator & More
mp_pause_match

This command will pause the match at the end of the current round. Resume with mp_unpause_match.

Examples, Generator & More
mp_playercashawards <0 / 1>

This command sets whether or not players should be able to earn money for performing in-game actions.

Name Description
0 / 1

Set this to 0 to disable. Set this to 1 to enable.

Examples, Generator & More
mp_playerid <0 / 1 / 2>

This command sets what players can see in the status bar. See argument information for help.

Name Description
0 / 1 / 2

Set this to 0 to show all names, set this to 1 to show only your team's names, set this to 2 to show no names.

Examples, Generator & More
mp_playerid_delay

This command sets the amount of time, in seconds, that the game should wait before showing information in the status bar. Default is 0.

Examples, Generator & More
mp_playerid_hold <Seconds>

This command sets the amount of seconds the status bar should hold old information for before updating with new information. Default is 0 (always updating).

Name Description
Seconds

The amount of time, in seconds, that the status bar should wait before updating with new information.

Examples, Generator & More
mp_radar_showall <0 / 1 / 2 / 3>

This command sets who (if anyone) should be able to see the position of both teams on the radar. See argument information for help.

Name Description
0 / 1 / 2 / 3

Options are:

  • 0 - default, you can only see your own team positions
  • 1 - everyone can see everyone on the radar
  • 2 - terrorists can see counter-terrorists
  • 3 - counter-terrorists can see terrorists
Examples, Generator & More
mp_randomspawn <0 / 1 / 2 / 3>

This command sets whether or not players should spawn randomly (e.g. in deathmatch). If not enabled (default for non-deathmatch gamemodes), players will spawn at the map's spawn locations (T or CT spawn, relative to team). See argument information for help.

Name Description
0 / 1 / 2 / 3

Options are:

  • 0 - no random spawns
  • 1 - everyone spawns in random locations (like deathmatch)
  • 2 - only terrorists spawn at random locations, CTs spawn at their spawn
  • 3 - only CTs spawn at random locations, terrorists spawn at their spawn
Examples, Generator & More
mp_randomspawn_los <0 / 1>

This command, if enabled, will make the server try to spawn players outside of the line of sight of another player (i.e. spawn players in locations that other players aren't looking at).

Name Description
0 / 1

Set this to 0 to disable line of sight check. Set this to 1 to try to spawn players in locations that aren't currently in the view of any players.

Examples, Generator & More
mp_respawn_immunitytime <Seconds>

This command sets how many seconds players will be immune for after they respawn, used for deathmatch gamemodes. Default is 0 in non-deathmatch gamemodes.

Name Description
Seconds

The amount of time, in seconds, that players should be immune for after spawning in the map.

Examples, Generator & More
mp_respawn_on_death_ct <0 / 1>

This command will set whether or not counter-terrorists will respawn after dying.

Name Description
0 / 1

Set to 0 to make it so that CTs only respawn at the start of the next round. Set to 1 to make CTs respawn after death.

Examples, Generator & More
mp_respawn_on_death_t <0 / 1>

This command will set whether or not terrorists will respawn after dying.

Name Description
0 / 1

Set to 0 to make it so that terrorists only respawn at the start of the next round. Set to 1 to make terrorists respawn after death.

Examples, Generator & More
mp_respawnwavetime_ct <Seconds>

This command sets how often "respawn waves" happen, in seconds, for CT players. Respawn waves respawn all dead players. At 10 seconds, every 10 seconds any dead CT players will be respawned. Requires mp_respawn_on_death_ct to be set to 1.

Name Description
Seconds

The amount of time, in seconds, between respawn waves.

Examples, Generator & More
mp_respawnwavetime_t <Seconds>

This command sets how often "respawn waves" happen, in seconds, for terrorist players. Respawn waves respawn all dead players. At 10 seconds, every 10 seconds any dead terrorist players will be respawned. Requires mp_respawn_on_death_t to be set to 1.

Name Description
Seconds

The amount of time, in seconds, between respawn waves.

Examples, Generator & More
mp_restartgame <Seconds>

This command will restart the game. If you specify a number as a parameter, this amount of seconds will be counted down before the restart happens.

Name Description
Seconds

Optional - the amount of seconds to count down for before restarting the game. If not specified, game will restart in 1 second.

Examples, Generator & More
mp_round_restart_delay <Seconds>

This command sets the delay before the next round starts after a round has been won.

Name Description
Seconds

The amount of time, in seconds, before the next round starts after a round ends.

Examples, Generator & More
mp_roundtime <Minutes>

This command sets the maximum amount of minutes that a round takes before it is won/lost. In demolition, after this time is up, the round win is handed to the counter-terrorists. Use decimals for seconds, 1.92 = 1m55s.

Name Description
Minutes

The amount of time, in minutes, that a round should last for. Use decimals for seconds, 0.5 would be 30s.

Examples, Generator & More
mp_roundtime_defuse <Minutes>

If this command is set to 0, mp_roundtime is used for round time. This command sets the amount of time that a round in any bomb-defusal gamemode takes, in minutes. Use decimals for seconds.

Name Description
Minutes

The amount of time, in minutes, that a round of bomb defusal should take. 0.75 would be 45 seconds.

Examples, Generator & More
mp_roundtime_hostage <Minutes>

If this command is set to 0, mp_roundtime is used for round time. This command sets the amount of time that a round in any hostage gamemode takes, in minutes. Use decimals for seconds.

Name Description
Minutes

The amount of time, in minutes, that a round of hostage should take. 0.75 would be 45 seconds.

Examples, Generator & More
mp_scrambleteams

This command randomizes the teams (switches Ts to CTs and vice versa randomly) and restarts the game.

Examples, Generator & More
mp_solid_teammates <0 / 1>

This command sets whether or not your teammates are solid. If teammates are solid, you cannot walk through them. Default is 1 (enabled, meaning you can't walk through your teammates).

Name Description
0 / 1

Set this to 0 to make teammates non-solid (you can walk through them). Set this to 1 to make teammates solid (you cannot move through them, but you can stand on top of them, etc).

Examples, Generator & More
mp_spawnprotectiontime <Seconds>

If someone team kills within the amount of time set by this command after round start (i.e. if someone kills someone within 5 seconds of the round starting), they will be kicked from the server. You can disable this by setting the command to 0.

Name Description
Seconds

The amount of time, in seconds, someone has to team-kill within (since the start of the round) in order to get kicked from the server. Set to 0 to disable.

Examples, Generator & More
mp_spec_swapplayersides <0 / 1>

This command toggles the sides on which the player/team names are on when spectating. Default is 0, set to 1 to move to other side.

Name Description
0 / 1

Set this to 0 for default side. Set this to 1 to move player names/team names to other side for spectators.

Examples, Generator & More
mp_spectators_max <Amount>

This command sets the maximum amount of spectators that a game can have.

Name Description
Amount

The maximum amount of spectators that a match can have. Default is 2.

Examples, Generator & More
mp_startmoney <Amount>

This command sets how much money players are given at the beginning of a half. Default is 800.

Name Description
Amount

The amount of money that players on all teams should start each half with.

Examples, Generator & More
mp_swapteams

This command switches the teams (Ts would play as CTs and vice versa) and restarts the game (including scores).

Examples, Generator & More
CS:GO Command

mp_switchteams

mp_switchteams

This command doesn't work. Use mp_swapteams instead.

mp_t_default_grenades <Grenade Code(s)>

This command sets the default grenades that terrorists spawn with. Default is none (0). Separate multiple grenades with spaces.

Name Description
Grenade Code(s)

The weapon codes of the grenades you wish for Ts to spawn with by default. If multiple, separate them with spaces. Find codes here.

Examples, Generator & More
mp_t_default_melee <Weapon Code(s)>

This command sets the default melee weapon that terrorists spawn with at the start of the round. Default is weapon_knife.

Name Description
Weapon Code(s)

The weapon codes of the melee weapons you wish for Ts to spawn with by default. If multiple, separate them with spaces. Find codes here.

Examples, Generator & More
mp_t_default_primary <Weapon Code(s)>

This command sets the default primary weapon that terrorists spawn with at the start of the round. Default is none (0).

Name Description
Weapon Code(s)

The weapon codes of the primary weapons you wish for Ts to spawn with by default. If multiple, separate them with spaces. Find codes here.

Examples, Generator & More
mp_t_default_secondary <Weapon Code(s)>

This command sets the default secondary weapon that terrorists spawn with at the start of the round. Default is weapon_glock.

Name Description
Weapon Code(s)

The weapon codes of the secondary weapons you wish for Ts to spawn with by default. If multiple, separate them with spaces. Find codes here.

Examples, Generator & More
mp_td_dmgtokick <Amount>

This command sets the amount of damage that a player has to do to their teammates in order to get kicked.

Name Description
Amount

The amount of damage (HP) a player must do in order to be kicked from the server for team damage.

Examples, Generator & More
mp_td_dmgtowarn <Amount>

This command sets the total damage level at which players are warned they might be kicked from the server.

Name Description
Amount

The total amount of damage players must do to teammates before they are warned that they will be kicked if they do more.

Examples, Generator & More
mp_td_spawndmgthreshold <Amount>

This command sets the amount of damage that players have to do at the start of the round (default is within 5 seconds of start, but can be changed with mp_spawnprotectiontime) before they are kicked. Default damage amount is 50.

Name Description
Amount

The amount of damage players have to do at the start of a round in order to be kicked.

Examples, Generator & More
mp_teamcashawards <0 / 1>

This command sets whether or not teams can earn money by performing in-game actions. Default is 1 (enabled).

Name Description
0 / 1

Set to 0 to disable. Set to 1 to enable (default).

Examples, Generator & More
mp_teamflag_1 <Country Alpha 2 Code>

This command sets the team 1 flag as the flag of the country with the specified alpha 2 code.

Name Description
Country Alpha 2 Code

The alpha 2 code of the country that you wish to set as team 1's flag. For example, US for United States.

Examples, Generator & More
mp_teamflag_2 <Country Alpha 2 Code>

This command sets the team 2 flag as the flag of the country with the specified alpha 2 code.

Name Description
Country Alpha 2 Code

The alpha 2 code of the country that you wish to set as team 2's flag. For example, US for United States.

Examples, Generator & More
mp_teamlogo_1 <Shorthand Code>

This command sets the logo of team 1 to the specified logo. Logo file should be placed in the "resource/flash/econ/tournaments/teams" folder.

Name Description
Shorthand Code

The shorthand code of the team flag you wish to set. E.g. navi for Na`Vi

Examples, Generator & More
mp_teamlogo_2 <Shorthand Code>

This command sets the logo of team 2 to the specified logo. Logo file should be placed in the "resource/flash/econ/tournaments/teams" folder.

Name Description
Shorthand Code

The shorthand code of the team flag you wish to set. E.g. navi for Na`Vi

Examples, Generator & More

mp_teammatchstat_1

mp_teammatchstat_1

mp_teammatchstat_2

mp_teammatchstat_2
mp_teammatchstat_cycletime <Seconds>

The command sets how often the team match stats should be cycled.

Name Description
Seconds

The amount of seconds a match stat should be cycled for. Default is 45.

Examples, Generator & More

mp_teammatchstat_holdtime

mp_teammatchstat_holdtime

mp_teammatchstat_txt

mp_teammatchstat_txt
mp_teammates_are_enemies <0 / 1>

This command, if enabled (set to 1), will make all teammates enemies. By default this is disabled.

Name Description
0 / 1

Set to 0 to make teammates non-enemies. Set to 1 to make teammates enemies.

Examples, Generator & More
mp_teamname_1 <Team Name>

This command sets the name of team 1.

Name Description
Team Name

Your desired team name for team 1.

Examples, Generator & More
mp_teamname_2 <Team Name>

This command sets the name of team 2.

Name Description
Team Name

Your desired team name for team 2.

Examples, Generator & More
mp_teamprediction_pct <Prediction>

This command will set the "prediction" for the counter-terrorist team to win the match. A value between 1 and 99 should be specified. Prediction for terrorist team will be calculated based on this value and automatically applied.

Name Description
Prediction

The prediction that the CT team will win (a value between 1 and 99). Terrorist team prediction will be "100 - prediction".

Examples, Generator & More

mp_teamprediction_txt

mp_teamprediction_txt
mp_timelimit <Minutes>

The maximum duration of each game, in minutes. By default this is disabled (set to 0). If the total duration of the current map lasts longer than this value, the current map will end and the next map will begin play.

Name Description
Minutes

Specify 0 to disable timelimit (default). The maximum amount of minutes that a map can last for.

Examples, Generator & More
mp_tkpunish <0 / 1>

This command sets whether or not team killers/damagers should be punished in the following round. Default is 0 (disabled).

Name Description
0 / 1

Enter 0 to not delay punishment of team damagers to next round. Enter 1 to delay punishment of team damagers to next round.

Examples, Generator & More
CS:GO Command

mp_tournament_restart

mp_tournament_restart
mp_unpause_match

This command unpauses the match, or cancels a pause that is set for the next round.

Examples, Generator & More
mp_use_respawn_waves <0 / 1>

This command sets whether or not respawns should be done in waves (on deathmatch and other gamemodes where players respawn). Default is 0 (disabled). Waves mean dead players are respawned every x seconds (e.g. every 10 seconds all dead players are respawned, as opposed to relatively a few seconds after their death).

Name Description
0 / 1

Set to 0 to disable respawn waves. Set to 1 to enable respawn waves.

Examples, Generator & More
mp_verbose_changelevel_spew <0 / 1>

This command enables debugging messages for map changes. Default is 1 (enabled).

Name Description
0 / 1

Set to 0 to disable changelevel debugging. Set to 1 to enable debugging messages in console when a map is loaded (default).

Examples, Generator & More
mp_warmup_end

This command ends the warmup.

Examples, Generator & More
mp_warmup_pausetimer <0 / 1>

This command, if set to 1, will make the warmup last forever. Set to 0 (default) to disable.

Name Description
0 / 1

Set to 0 to make the warmup count down as usual. Set to 1 to pause the warmup timer (meaning warmup won't end until your resume or forcefully end it).

Examples, Generator & More
mp_warmup_start

This command starts the warmup.

Examples, Generator & More
mp_warmuptime <Seconds>

This command sets how long the warmup lasts, in seconds.

Name Description
Seconds

Your desired warmup duration, in seconds.

Examples, Generator & More
mp_warmuptime_all_players_connected <Seconds>

This command sets the warmup countdown to switch to when all players connect. If the warmup countdown is already below this value, the countdown will not be changed.

Name Description
Seconds

The duration to shorten the warmup to when all players are connected to the server.

Examples, Generator & More
mp_weapons_allow_map_placed <0 / 1>

This command, if disabled (0), will make it so weapons are not removed from the floor when the match starts. Default is enabled (1), meaning weapons are removed from the floor when the match starts.

Name Description
0 / 1

Set this to 0 to not remove weapons from the map ground when the match starts. Set this to 1 to clear all weapons on the floor when the match starts (default).

Examples, Generator & More
mp_weapons_allow_randomize <0 / Amount>

If you set this command to a value over 0, each buy menu category will be filled this amount of random weapons. With this set to 1, 1 weapon from rifles would be available for purchase, 1 from pistols, etc (would be changed each round to a new random weapon).

Name Description
0 / Amount

Set to 0 disable (default). Enter a number above 0 as the desired amont of random weapons from each category you want to make available for purchase.

Examples, Generator & More
mp_weapons_allow_zeus <0 / 1>

This command sets whether or not the zeus (taser) can be purchased from the buy menu or not. Default is 1 (allowed to be purchased).

Name Description
0 / 1

Enter 0 to make it so that people cannot buy the zeus. Enter 1 to make it so that people can buy the zeus (default).

Examples, Generator & More
mp_weapons_glow_on_ground <0 / 1>

This command sets whether or not weapons on the ground have a glow around them. By default this is disabled (set to 0).

Name Description
0 / 1

Enter 0 to make it so that weapons don't glow on the ground (default). Enter 1 to make weapons on the ground glow.

Examples, Generator & More
mp_win_panel_display_time <Seconds>

This command sets the amount of time, in seconds, that the win panel should be shown in between rounds. Default is 3 seconds.

Name Description
Seconds

The amount of time, in seconds, that the win panel should be displayed for.

Examples, Generator & More
nextlevel <Map Code>

This command will make the server load/progress to the specified map at the end of the current game. In other words, this command sets the next map in the map cycle.

Name Description
Map Code

The map code of the next map to cycle to. View our map code list for map codes.

Examples, Generator & More
pause

This command will pause the game, provided you have sv_pausable set to 1 (otherwise this command won't work).

Examples, Generator & More
player_competitive_maplist_8_4_0_EF00F6A0 <Map List>

This command sets your competitive map list. Separate each map code with a comma (no space).

Name Description
Map List

A list of map codes to set as your competitive map list. Separate maps with commas and no space.

Examples, Generator & More
radarvismaxdot <Value>

Note that this command sets the setting for the server (so players on the server have this setting), not your client specifically. This command sets how closely you must point at a player in order to see them beyond the maximum distance set with radarvisdistance. Default is .996.

Name Description
Value

The value for how closely you have to point at any enemy for them to show on your radar.

Examples, Generator & More
radarvismethod <0 / 1>

Note that this command sets the setting for the server (so players on the server have this setting), not your client specifically. This command sets which radar visibility method is used. If set to 0, the classic method will be used. Default is 1, which is the newer and more realistic method.

Name Description
0 / 1

Set to 0 to use classic radar visibility method. Set to 1 to use more realistic, newer radar visibility method (default).

Examples, Generator & More
radarvispow <Degree>

Note that this command sets the setting for the server (so players on the server have this setting), not your client specifically.The degree to which you can look away from an enemy and still see them as a red dot on the radar.

Name Description
Degree

The degree to which you can look away from a target and have them still appear on your radar (e.g. .4).

Examples, Generator & More
reset_expo

This command will reset all player scores, team scores, etc at the end of the current roud.

Examples, Generator & More
reset_gameconvars

This command resets most game convars to their default values (useful if you've broken something).

Examples, Generator & More
respawn_entities

This command makes all entities that are in the map by default respawn.

Examples, Generator & More
restart

This command will restart the current game - reloading the map, scores, etc.

Examples, Generator & More
sv_matchend_drops_enabled <0 / 1>

This command sets whether or not drops at the end of the match are enabled. Rewards gameplay time is accumulated regardless.

Name Description
0 / 1

Set to 0 to disable drops at the end of the match. Set to 1 to enable drops on the server (default).

Examples, Generator & More
sv_matchpause_auto_5v5 <0 / 1>

This command, if enabled, will automatically pause the match at the end of a round if the are less than 5 players on each team. Default is 0 (disabled).

Name Description
0 / 1

Set to 0 to not pause the match if there are less than 5 players on each team. Set to 1 to pause.

Examples, Generator & More
sv_max_allowed_net_graph <Value>

This command sets the maximum value players can set their net_graph to on the server. Default is 1. Higher values show more information.

Name Description
Value

The maximum value that clients can set their net_graph value to.

Examples, Generator & More
sv_max_queries_sec

This command sets the maximum amount of queries per second that will be responded to from the same IP address.

Examples, Generator & More
sv_max_queries_sec_global

This command sets the maximum amount of queries per second that the server will responsd to.

Examples, Generator & More
sv_max_queries_tracked_ips_max <Amount>

The command sets the maximum amount of IPs that will be saved/logged for query-related rate limiting.

Name Description
Amount

The maximum amount of IPs to track.

Examples, Generator & More
sv_max_queries_tracked_ips_prune <Seconds>

This command sets how often, in seconds, the tracked IPs for query rate limiting will be pruned.

Name Description
Seconds

The delay, in seconds, between each tracked IP prune.

Examples, Generator & More
sv_max_queries_window <Seconds>

The time window, in seconds, that average queries per second should be calculated over.

Name Description
Seconds

The time window, in seconds, to calculate the average from.

Examples, Generator & More
sv_maxrate <Bytes/s>

This command sets the maximum bandwidth rate allowed (both incoming/outcoming) per second (in bytes) for each connection to the server.

Name Description
Bytes/s

The maximum bandwidth rate, in bytes per second. Set to 0 to disable.

Examples, Generator & More
sv_maxspeed <Speed>

This command sets the maximum speed for each player on the server. A higher value will allow players to reach faster speeds. A lower value will make players be able to reach lower speeds.

Name Description
Speed

The maximum speed players can reach. Default is 320. Higher = faster, lower = slower.

Examples, Generator & More
sv_maxuptimelimit <Hours>

This command sets the maximum amount of time, in hours, that a server can run for before shutting itself down. Default is 0 (no limit).

Name Description
Hours

The maximum amount of time, in hours, that the server can run for.

Examples, Generator & More
sv_maxusrcmdprocessticks <Ticks>

This command sets the maximum amount of ticks that can be processed per second when a user is catching up as a result of packet loss.

Name Description
Ticks

The amount of ticks that can be processed as a result of packet loss. Default is 16. Set to 0 to disable.

Examples, Generator & More
CS:GO Command

sv_maxusrcmdprocessticks_warning

sv_maxusrcmdprocessticks_warning
sv_maxvelocity <Speed>

This command sets the maximum speed any moving object in the game can reach. Default is 3500. Use sv_maxspeed for player speed.

Name Description
Speed

The maximum speed that any moving object can reach (regardless of other settings).

Examples, Generator & More
sv_memlimit <Megabytes>

This command, if set, will shutdown the server at the end of a game if the amount of memory it is using is above this amount in megabytes. Note that this doesn't limit memory during the game, it will only shut down the server at the end of the match if it is exceeding this amount. Set to 0 to disable.

Name Description
Megabytes

The memory limit, in MB. Set to 0 to disable.

Examples, Generator & More
sv_mincmdrate <Tick Rate>

This command sets the server's minimum tick rate. This can be used to change the server to 128 tick, in combination with the sv_minupdaterate command. Default is 64 tick.

Name Description
Tick Rate

Your desired minimum command tick rate, e.g. 128 ticks per second.

Examples, Generator & More
sv_minrate <Bytes/s>

This command sets the minimum bandwidth rate that is allowed for clients connected to the server. Default is 16,000. 0 disables the limit.

Name Description
Bytes/s

The minimum network rate, in byte/s, that a client can have. Set to 0 to disable limit (not recommended).

Examples, Generator & More
sv_minupdaterate <Tick Rate>

This command sets the minimum update rate for the server. This can be used in combation with the sv_mincmdrate command to change the server's tick rate (e.g. to 128 tick).

Name Description
Tick Rate

Your desired minimum update rate, e.g. 128 ticks per second.

Examples, Generator & More
sv_minuptimelimit <Hours>

This commands sets the minimum uptime hours required for the server to be stopped due to a memory amount above the amount set by sv_memlimit. Default is 0 (disabled).

Name Description
Hours

The minimum amount of hours to be reached before the server can be stopped due to sv_minuptimelimit.

Examples, Generator & More
sv_noclipaccelerate <Multiplier>

This command sets the acceleration multiplier for noclip mode. With this set to 5 (default) you accelerate 5 times as fast.

Name Description
Multiplier

The amount to multiply the server's player acceleration by for those in noclip mode.

Examples, Generator & More
sv_noclipduringpause <0 / 1>

This command sets whether or not you can move around during puases when in noclip mode. Default is 0 (not allowed).

Name Description
0 / 1

Set this to 0 to not allow players in noclip mode to move during pauses. Set this to 1 to allow players in noclip mode to move when the game is paused.

Examples, Generator & More
sv_noclipspeed <Multiplier>

This command sets the speed multiplier for noclip mode. With this set to 5 (default) you can reach speeds 5 times as fast as those set by sv_maxspeed.

Name Description
Multiplier

The amount to multiply the server's player max speed by for those in noclip mode.

Examples, Generator & More

sv_parallel_packentities

sv_parallel_packentities

sv_parallel_sendsnapshot

sv_parallel_sendsnapshot
sv_party_mode <0 / 1>

This command can be used to enable (1) or disable (0) party mode. When in party mode, bombs and tasers will shoot confetti. By default, this setting is disabled.

Name Description
0 / 1

Set this to 0 to disable party mode (default). Set this to 1 to enable party mode, making zeuses (tasers) and the bomb shoot confetti.

Examples, Generator & More
sv_password <0 / Password>

This command can be used to set a password required to connect to the server. Set to 0 to disable.

Name Description
0 / Password

Set this to 0 to make it so that a password isn't required to connect to the server (default). Enter a password here to prompt users for it when they try to connect (they cannot connect if they do not get it correct).

Examples, Generator & More
sv_pausable <0 / 1>

This command, if set to 1, will make the server pausable. By default this is set to 0 (server isn't pausable). If the server is pausable, users can type "pause" or "unpause" into the console to pause/resume the game.

Name Description
0 / 1

Set this to 0 to make the server not pausable (default). Set this to 1 to allow users to pause the server via the pause and unpause console commands.

Examples, Generator & More
sv_precacheinfo

This command prints to the console precache information.

Examples, Generator & More
sv_pure <0 / 1>

This command, if set to 1, will make it so that the files of every client connected to the server have to match the server's files. Those in the pure_server_whitelist.txt file aren't checked.

Name Description
0 / 1

Set this to 0 to not require clients files to match the server files. Set this to 1 to make it so that clients will be kick if their files don't match the server's.

Examples, Generator & More
CS:GO Command

sv_pure_checkvpk

sv_pure_checkvpk
sv_pure_consensus <Amount>

This command sets the minimum number of file hashes that have to be agreed in order to form a consensus.

Name Description
Amount

The minimum amount of file hashes required for a decision to be reached.

Examples, Generator & More
CS:GO Command

sv_pure_finduserfiles

sv_pure_finduserfiles
sv_pure_kick_clients <0 / 1>

This command, if set to 1, will kick players who fail the sv_pure check (have different files). This is set to 1 by default. Set to 0 to issue a warning instead of kick.

Name Description
0 / 1

Enter 0 here to issue only a warning to clients who fail the sv_pure check. Enter 1 here to kick clients that fail the sv_pure check.

Examples, Generator & More
sv_pure_listfiles

This command lists the server files that are checked with the client's files (for sv_pure 1).

Examples, Generator & More
CS:GO Command

sv_pure_listuserfiles

sv_pure_listuserfiles
sv_pure_retiretime <Seconds>

This command sets the amount of time, in seconds, the server should have in idle time before the sv_pure file hash cache is cleared.

Name Description
Seconds

The amount of time, in seconds, of server idle before the sv_pure file hash cache is flushed.

Examples, Generator & More
sv_pure_trace <0 / 1>

This command, if set to 1, will make the server print a message to console whenever trying to verify a CRC for a file.

Name Description
0 / 1

Set to 0 to not print to console when trying to verify a client's file(s) (default). Set to 1 to print a message to console when trying to verify a file.

Examples, Generator & More

sv_pushaway_hostage_force

sv_pushaway_hostage_force

sv_pushaway_max_hostage_force

sv_pushaway_max_hostage_force
CS:GO Command

sv_pvsskipanimation

sv_pvsskipanimation