Server Commands

CommandDescription
mp_afterroundmoneyAmount of money awarded to every player after each round.
mp_anyone_can_pickup_c4If true, anyone can pick up the C4, not just Ts.
mp_autokickKick idle/team-killing/team-damaging players
mp_autoteambalanceIf true, the server automatically moves players between teams at the end of a round to keep team sizes even.
mp_backup_restore_list_filesLists recent backup round files matching the prefix, most recent files first, accepts a numeric para...
mp_backup_restore_load_autopauseWhether to automatically pause the match after restoring round data from backup
mp_backup_restore_load_fileLoads player cash, KDA, scores and team scores; resets to the next round after the backup
mp_backup_round_autoIf enabled will keep in-memory backups to handle reconnecting players even if the backup files aren'...
mp_backup_round_fileIf set then server will save all played rounds information to files filename_date_time_team1_team2_mapname_roundnum_score1_score2.
mp_backup_round_file_lastEvery time a backup file is written the value of this convar gets updated to hold the name of the backup file.
mp_backup_round_file_patternIf set then server will save all played rounds information to files named by this pattern, e.
mp_bot_ai_btUse the specified behavior tree file to drive the bot behavior.
mp_bot_ai_bt_clear_cacheClears the cache for behavior tree files.
mp_buy_allow_grenadesWhether players can purchase grenades from the buy menu or not.
mp_buy_allow_gunsWhether players can purchase guns: pistols (1), SMGs (2), rifles (4), shotguns (8), sniper rifles (16), heavy MGs (32).
mp_buy_anywhereAllows players to buy weapons and equipment anywhere on the map, not just inside buyzones.
mp_buy_during_immunityWhen set, players can buy when immune, ignoring buytime.
mp_buytimeHow many seconds after round start players can buy items for.
mp_c4_cannot_be_defusedIf set, the planted c4 cannot be defused.
mp_c4timerhow long from when the C4 is armed until it blows
mp_competitive_endofmatch_extra_timeAfter a competitive match finishes rematch voting extra time is given for rankings.
mp_consecutive_loss_aversionHow loss streak is affected with round win: 0 = win fully resets loss bonus, 1 = first win steps dow...
mp_consecutive_loss_maxDefault: 4
mp_coopmission_bot_difficulty_offsetThe difficulty offset modifier for bots during coop missions.
mp_ct_default_grenadesThe default grenades that the CTs will spawn with.
mp_ct_default_meleeThe default melee weapon that the CTs will spawn with.
mp_ct_default_primaryThe default primary (rifle) weapon that the CTs will spawn with
mp_ct_default_secondaryThe default secondary (pistol) weapon that the CTs will spawn with
mp_damage_headshot_onlyDetermines whether non-headshot hits do any damage.
mp_damage_scale_ct_bodyScales the damage a CT player takes by this much when they take damage in the body.
mp_damage_scale_ct_headScales the damage a CT player takes by this much when they take damage in the head (1 == 100%, 0.
mp_damage_scale_t_bodyScales the damage a T player takes by this much when they take damage in the body.
mp_damage_scale_t_headScales the damage a T player takes by this much when they take damage in the head (1 == 100%, 0.
mp_damage_vampiric_amountIf Set to non-0, will determine the fraction of damage dealt that will be given to attacker.
mp_death_drop_c4Whether c4 is droppable
mp_death_drop_defuserDrop defuser on player death
mp_death_drop_grenadeWhich grenade to drop on player death: 0=none, 1=best, 2=current or best, 3=all grenades
mp_death_drop_gunWhich gun to drop on player death: 0=none, 1=best, 2=current or best
mp_death_drop_healthshotDrop healthshot on player death
mp_death_drop_taserDrop taser on player death
mp_deathcam_skippableDetermines whether a player can early-out of the deathcam.
mp_default_team_winner_no_objectiveIf the map doesn't define an objective (bomb, hostage, etc), the value of this convar will declare the winner when the time runs out in the round.
mp_defuser_allocationHow to allocate defusers to CTs at start or round: 0=none, 1=random, 2=everyone
mp_disable_autokickPrevents a userid from being auto-kicked
mp_disconnect_kills_botsWhen a bot disconnects, kill them first.
mp_disconnect_kills_playersWhen a player disconnects, kill them first (triggering item drops, stats, etc.
mp_display_kill_assistsWhether to display and score player assists
mp_dm_bonus_length_maxMaximum time the bonus time will last (in seconds)
mp_dm_bonus_length_minMinimum time the bonus time will last (in seconds)
mp_dm_bonus_percentPercent of points additionally awarded when someone gets a kill with the bonus weapon during the bonus period.
mp_dm_bonusweapon_dogtagsAdditional dogtags to drop when making a kill with the bonus weapon
mp_dm_dogtag_scorePoints to award for picking up a dogtag in deathmatch.
mp_dm_healthshot_killcountGrant healthshots in deathmatch after n kills
mp_dm_kill_base_scoreNumber of base points to award for a kill in deathmatch.
mp_dm_taser_bonus_streak_maxMaximum times to multiply the score for getting a streak of taser kills in a single life.
mp_dm_teammodeIn deathmatch, enables team DM visuals & scoring (0: personal, 1: team mode, 2: use team contributio...
mp_dm_teammode_bonus_scoreTeam deathmatch victory points to award for kill with bonus weapon
mp_dm_teammode_dogtag_scoreTeam deathmatch victory points to award for collecting enemy dogtags
mp_dm_teammode_kill_scoreTeam deathmatch victory points to award for enemy kill
mp_dm_time_between_bonus_maxMaximum time a bonus time will start after the round start or after the last bonus (in seconds)
mp_dm_time_between_bonus_minMinimum time a bonus time will start after the round start or after the last bonus (in seconds)
mp_dogtag_despawn_on_killer_deathWhether dogtags should despawn when their killer dies
mp_dogtag_despawn_timeHow many seconds dogtags should stay around before despawning automatically (0 = infinite)
mp_dogtag_pickup_ruleWho is eligible to pick up a dogtag (0 = killer only, 1 = killer's team, 2 = victim's team, 3 = kill...
mp_drop_grenade_enableAllows players to drop grenades.
mp_drop_knife_enableAllows players to drop knives.
mp_economy_reset_roundsReset all player money every N rounds (0 for never)
mp_endmatch_votenextleveltimeIf mp_endmatch_votenextmap is set, players have this much time to vote on the next map at match end.
mp_endmatch_votenextmapWhether or not players vote for the next map at the end of the match when the final scoreboard comes...
mp_endmatch_votenextmap_keepcurrentIf set, keeps the current map in the list of voting options.
mp_endmatch_votenextmap_wargames_modesModes available for endmatch voting during War Games.
mp_endmatch_votenextmap_wargames_nummapsMaximum number of maps to include in endmatch voting during War Games
mp_endmatch_votenextmap_wargames_nummodesMaximum number of other War Games to include in endmatch voting during War Games
mp_endwarmup_player_countNumber of players required to be connected to end warmup early.
mp_equipment_reset_roundsReset all player equipment every N rounds (0 for never)
mp_footsteps_serversideMakes the server always play footstep sounds.
mp_force_pick_timeThe amount of time a player has on the team screen to make a selection before being auto-teamed
mp_forcecameraRestricts spectator modes for dead players
mp_fraglimitDefault: 0
mp_free_armorDetermines whether kevlar (1+) and/or helmet (2+) are given automatically.
mp_freezetimehow many seconds to keep players frozen when the round starts
mp_friendlyfireIf true, players can damage their own teammates.
mp_give_player_c4Whether this map should spawn a c4 bomb for a player or not.
mp_global_damage_per_secondIf above 0, deal non-lethal damage to players over time.
mp_guardian_bomb_plant_custom_x_mark_locationx,y,z to display an X for the bomb plant in guardian missions with custom bomb plant boundaries.
mp_guardian_target_siteIf set to the index of a bombsite, will cause random spawns to be only created near that site.
mp_halftimeDetermines whether the match switches sides in a halftime event.
mp_halftime_durationTarget number of seconds that halftime lasts; shortened if team intros are active
mp_halftime_pausematchSet to 1 to pause match after halftime countdown elapses.
mp_halftime_pausetimerSet to 1 to stay in halftime indefinitely.
mp_hostages_maxMaximum number of hostages to spawn.
mp_hostages_rescuetimeAdditional time added to round time if a hostage is reached by a CT.
mp_hostages_run_speed_modifierDefault is 1.
mp_hostages_spawn_farthestWhen enabled will consistently force the farthest hostages to spawn.
mp_hostages_spawn_force_positionsComma separated list of zero based indices to force spawn positions, e.
mp_hostages_spawn_force_positions_xyzComma separated list of xyz locations to force spawn positions, e.
mp_hostages_spawn_same_every_round0 = spawn hostages randomly every round, 1 = same spawns for entire match.
mp_hostages_takedamageWhether or not hostages can be hurt.
mp_humanteamRestricts human players to a single team {any, CT, T}
mp_ignore_round_win_conditionsIf true, ignores every condition that would normally end the round — kills, bomb explosion or defusal, hostage rescue, and the round timer. The round keeps running so the server never advances, which is handy when practicing nades and you don't want the time limit to interrupt you.
mp_items_prohibitedSet this convar to a comma-delimited list of definition indices of weapons that should be prohibited from use.
mp_join_grace_timeNumber of seconds after round start to allow a player to join a game
mp_limitteamsMax # of players 1 team can have over another (0 disables check)
mp_logdetailLogs attacks.
mp_logdetail_itemsLogs a line any time a player acquires or loses an item.
mp_logmoneyEnables money logging.
mp_match_can_clinchCan a team clinch and end the match by being so far ahead that the other team has no way to catching up?
mp_match_end_changelevelAt the end of the match, perform a changelevel even if next map is the same
mp_match_end_restartAt the end of the match, perform a restart instead of loading a new map
mp_match_restart_delayTime (in seconds) until a match restarts.
mp_max_armorDetermines the highest level of armor allowed to be purchased.
mp_maxmoneyMaximum amount of money a player can have.
mp_maxroundsmax number of rounds to play before server changes maps
mp_min_halftime_durationMinimum number of seconds that halftime lasts even if team intros are active
mp_modify_timeoutsmp_modify_timeouts <CT\
mp_only_cts_rescue_hostagesDefault: true
mp_overtime_enableIf a match ends in a tie, use overtime rules to determine winner
mp_overtime_halftime_pausetimerIf set to 1 will set mp_halftime_pausetimer to 1 before every half of overtime.
mp_overtime_limitWhen overtime is enabled, only so many overtimes can be played
mp_overtime_maxroundsWhen overtime is enabled play additional rounds to determine winner
mp_overtime_startmoneyMoney assigned to all players at start of every overtime half
mp_pause_matchPause the match in the next freeze time
mp_plant_c4_anywhereDefault: false
mp_playercashawardsIf true, players can earn money by performing in-game actions (kills, bomb plant, defuse, hostage rescue).
mp_playeridControls what information player see in the status bar: 0 all names; 1 team names; 2 no names
mp_playerid_delayNumber of seconds to delay showing information in the status bar
mp_playerid_holdNumber of seconds to keep showing old information in the status bar
mp_promoted_item_enabledAllow the purchasing of the promoted item.
mp_randomspawnDetermines whether players are to spawn.
mp_randomspawn_distIf using mp_randomspawn, determines whether to test distance when selecting this spot.
mp_randomspawn_losIf using mp_randomspawn, determines whether to test Line of Sight when spawning.
mp_require_gun_use_to_acquireWhether guns must be +used to acquire or default is touch-to-pickup
mp_respawn_immunitytimeHow many seconds after respawn immunity lasts.
mp_respawn_on_death_ctWhen set to 1, counter-terrorists will respawn after dying.
mp_respawn_on_death_tWhen set to 1, terrorists will respawn after dying.
mp_respawnwavetime_ctTime between respawn waves for CTs.
mp_respawnwavetime_tTime between respawn waves for Terrorists.
mp_restartgameRestarts the game in the specified number of seconds.
mp_retake_ct_countNumber of CT's when playing retakes.
mp_retake_ct_loadout_bonus_cardCT bonus card for full buy round when playing bomb site retake.
mp_retake_ct_loadout_bonus_card_availabilityCT bonus card availability pattern for full buy round when playing bomb site retake.
mp_retake_ct_loadout_default_pistol_roundDefault: 1\
mp_retake_ct_loadout_enemy_cardCT enemy card for full buy round when playing bomb site retake.
mp_retake_ct_loadout_full_buy_roundDefault: 4\
mp_retake_ct_loadout_light_buy_roundDefault: 3\
mp_retake_ct_loadout_upgraded_pistol_roundDefault: 2\
mp_retake_max_consecutive_rounds_same_target_siteLimit the number of consecutive rounds targeting the same site.
mp_retake_t_countNumber of terrorists when playing retakes.
mp_retake_t_loadout_bonus_cardT bonus card for full buy round when playing bomb site retake.
mp_retake_t_loadout_bonus_card_availabilityT bonus card availability pattern for full buy round when playing bomb site retake.
mp_retake_t_loadout_default_pistol_roundDefault: 0\
mp_retake_t_loadout_enemy_cardT enemy card for full buy round when playing bomb site retake.
mp_retake_t_loadout_full_buy_roundDefault: 0\
mp_retake_t_loadout_light_buy_roundDefault: 0\
mp_retake_t_loadout_upgraded_pistol_roundDefault: 0\
mp_round_restart_delayNumber of seconds to delay before restarting a round after a win
mp_roundtimeHow many minutes each round takes.
mp_roundtime_defuseHow many minutes each round of Bomb Defuse takes.
mp_roundtime_hostageHow many minutes each round of Hostage Rescue takes.
mp_scrambleteamsScramble the teams and restart the game
mp_shorthanded_cash_bonus_ignore_kickedDetermines whether kicked players are included in the assessment for short-handedness
mp_shorthanded_cash_bonus_round_delaynumber of previous rounds that a team needs to have been shorthanded before they are eligible for th...
mp_solid_enemiesHow solid are enemies: 0 = transparent; 1 = fully solid
mp_solid_teammatesHow solid are teammates: 0 = transparent; 1 = fully solid; 2 = can stand on top of heads
mp_spawnprotectiontimeKick players who team-kill within this many seconds of a round restart.
mp_spectators_maxHow many spectators are allowed in a match.
mp_starting_lossesDetermines what the initial loss streak is.
mp_startmoneyAmount of money each player gets when they reset.
mp_suicide_penaltyPunish players for suicides
mp_swapteamsSwap the teams and restart the game
mp_t_default_grenadesThe default grenades that the Ts will spawn with.
mp_t_default_meleeThe default melee weapon that the Ts will spawn with
mp_t_default_primaryThe default primary (rifle) weapon that the Ts will spawn with
mp_t_default_secondaryThe default secondary (pistol) weapon that the Ts will spawn with
mp_tagging_scaleScalar for player tagging modifier when hit.
mp_taser_recharge_timeDetermines recharge time for taser.
mp_td_dmgtokickThe damage threshhold players have to exceed in a match to get kicked.
mp_td_dmgtowarnThe damage threshhold players have to exceed in a match to get warned that they are about to be kicked.
mp_td_spawndmgthresholdThe damage threshold players have to exceed at the start of the round to be warned/kick.
mp_team_intro_timeHow many seconds for team intro
mp_team_timeout_maxNumber of timeouts each team gets per match.
mp_team_timeout_ot_add_eachNumber of timeouts to add for each team when match goes to 2nd and each next overtime.
mp_team_timeout_ot_add_onceNumber of timeouts to add for each team when regulation time ends and match goes to overtime.
mp_team_timeout_ot_maxMax number of timeouts each team can have per OT after all OT timeouts got added.
mp_team_timeout_timeDuration of each timeout.
mp_teamcashawardsIf true, teams can earn money by performing in-game actions (round win/loss bonus).
mp_teamflag_1Enter a country's alpha 2 code to show that flag next to team 1's name in the spectator scoreboard.
mp_teamflag_2Enter a country's alpha 2 code to show that flag next to team 2's name in the spectator scoreboard.
mp_teamlogo_1Enter a team's shorthand image name to display their logo.
mp_teamlogo_2Enter a team's shorthand image name to display their logo.
mp_teammatchstat_1A non-empty string sets first team's match stat.
mp_teammatchstat_2A non-empty string sets second team's match stat.
mp_teammatchstat_cycletimeCycle match stats after so many seconds
mp_teammatchstat_holdtimeDecide on a match stat and hold it additionally for at least so many seconds
mp_teammatchstat_txtA non-empty string sets the match stat description, e.
mp_teammates_are_enemiesWhen set, your teammates act as enemies and all players are valid targets.
mp_teamname_1A non-empty string overrides the first team's name.
mp_teamname_2A non-empty string overrides the second team's name.
mp_teamprediction_pctA value between 1 and 99 will show predictions in favor of CT team.
mp_teamprediction_txtA value between 1 and 99 will set predictions in favor of first team.
mp_teamscore_1A non-empty string for best-of-N maps won by the first team.
mp_teamscore_2A non-empty string for best-of-N maps won by the second team.
mp_teamscore_maxHow many maps to win the series (bo3 max=2; bo5 max=3; bo7 max=4)
mp_technical_timeout_duration_sHow many seconds is a full technical timeout?
mp_technical_timeout_per_teamHow many technical timeouts are there per team?
mp_timelimitgame time per map in minutes
mp_tkpunishWill TK'ers and team damagers be punished in the next round?
mp_unpause_matchResume the match
mp_use_respawn_wavesWhen set to 1, and that player's team is set to respawn, they will respawn in waves.
mp_verbose_changelevel_spewDefault: 1
mp_warmup_endEnd warmup immediately.
mp_warmup_items_drop_policyWhich items can drop during warmup (bitfield, 1=gun, 2=c4, 4=nade, 8=defuser, 16=taser, 32=healthsho...
mp_warmup_items_nocostDetermines whether weapons are free to buy during warmup.
mp_warmup_items_nocount_policyWhich items are unlimited during warmup (bitfield, 1=gun, 2=c4, 4=nade, 8=defuser/kevlar, 16=taser,...
mp_warmup_offline_enabledWhether or not to do a warmup period at the start of a match in an offline (bot) match.
mp_warmup_online_enabledWhether or not to do a warmup period at the start of an online match.
mp_warmup_pausetimerSet to 1 to stay in warmup indefinitely.
mp_warmup_startStart warmup.
mp_warmuptimeHow long the warmup period lasts.
mp_warmuptime_all_players_connectedWarmup time to use when all players have connected.
mp_warmuptime_match_cancelledWarmup time to use when the match will be cancelled (eg.
mp_weapon_next_owner_touch_timeDefault: 1.3
mp_weapon_prev_owner_touch_timeDefault: 1.5
mp_weapon_self_inflict_amountIf Set to non-0, will hurt the attacker by the specified fraction of max damage if they miss.
mp_weapons_allow_heavyDetermines which team, if any, can purchase Heavy guns.
mp_weapons_allow_map_placedIf this convar is set, when a match starts, the game will not delete weapons placed in the map.
mp_weapons_allow_pistolsDetermines which team, if any, can purchase Pistols.
mp_weapons_allow_riflesDetermines which team, if any, can purchase Rifles.
mp_weapons_allow_smgsDetermines which team, if any, can purchase SMGs.
mp_weapons_allow_typecountDetermines how many purchases of each weapon type are allowed per player per round (0 to disallow purchasing, -1 to have no limit).
mp_weapons_allow_zeusDetermines how many Zeus purchases a player can make per round (0 to disallow, -1 to have no limit).
mp_weapons_max_gun_purchases_per_weapon_per_matchMaximum number of times a player can buy the same weapon per match. Pass -1 for no limit.
mp_win_panel_display_timeThe amount of time to show the win panel between matches / halfs