| mp_afterroundmoney | Amount of money awarded to every player after each round. |
| mp_anyone_can_pickup_c4 | If true, anyone can pick up the C4, not just Ts. |
| mp_autokick | Kick idle/team-killing/team-damaging players |
| mp_autoteambalance | If true, the server automatically moves players between teams at the end of a round to keep team sizes even. |
| mp_backup_restore_list_files | Lists recent backup round files matching the prefix, most recent files first, accepts a numeric para... |
| mp_backup_restore_load_autopause | Whether to automatically pause the match after restoring round data from backup |
| mp_backup_restore_load_file | Loads player cash, KDA, scores and team scores; resets to the next round after the backup |
| mp_backup_round_auto | If enabled will keep in-memory backups to handle reconnecting players even if the backup files aren'... |
| mp_backup_round_file | If set then server will save all played rounds information to files filename_date_time_team1_team2_mapname_roundnum_score1_score2. |
| mp_backup_round_file_last | Every 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_pattern | If set then server will save all played rounds information to files named by this pattern, e. |
| mp_bot_ai_bt | Use the specified behavior tree file to drive the bot behavior. |
| mp_bot_ai_bt_clear_cache | Clears the cache for behavior tree files. |
| mp_buy_allow_grenades | Whether players can purchase grenades from the buy menu or not. |
| mp_buy_allow_guns | Whether players can purchase guns: pistols (1), SMGs (2), rifles (4), shotguns (8), sniper rifles (16), heavy MGs (32). |
| mp_buy_anywhere | Allows players to buy weapons and equipment anywhere on the map, not just inside buyzones. |
| mp_buy_during_immunity | When set, players can buy when immune, ignoring buytime. |
| mp_buytime | How many seconds after round start players can buy items for. |
| mp_c4_cannot_be_defused | If set, the planted c4 cannot be defused. |
| mp_c4timer | how long from when the C4 is armed until it blows |
| mp_competitive_endofmatch_extra_time | After a competitive match finishes rematch voting extra time is given for rankings. |
| mp_consecutive_loss_aversion | How loss streak is affected with round win: 0 = win fully resets loss bonus, 1 = first win steps dow... |
| mp_consecutive_loss_max | Default: 4 |
| mp_coopmission_bot_difficulty_offset | The difficulty offset modifier for bots during coop missions. |
| mp_ct_default_grenades | The default grenades that the CTs will spawn with. |
| mp_ct_default_melee | The default melee weapon that the CTs will spawn with. |
| mp_ct_default_primary | The default primary (rifle) weapon that the CTs will spawn with |
| mp_ct_default_secondary | The default secondary (pistol) weapon that the CTs will spawn with |
| mp_damage_headshot_only | Determines whether non-headshot hits do any damage. |
| mp_damage_scale_ct_body | Scales the damage a CT player takes by this much when they take damage in the body. |
| mp_damage_scale_ct_head | Scales the damage a CT player takes by this much when they take damage in the head (1 == 100%, 0. |
| mp_damage_scale_t_body | Scales the damage a T player takes by this much when they take damage in the body. |
| mp_damage_scale_t_head | Scales the damage a T player takes by this much when they take damage in the head (1 == 100%, 0. |
| mp_damage_vampiric_amount | If Set to non-0, will determine the fraction of damage dealt that will be given to attacker. |
| mp_death_drop_c4 | Whether c4 is droppable |
| mp_death_drop_defuser | Drop defuser on player death |
| mp_death_drop_grenade | Which grenade to drop on player death: 0=none, 1=best, 2=current or best, 3=all grenades |
| mp_death_drop_gun | Which gun to drop on player death: 0=none, 1=best, 2=current or best |
| mp_death_drop_healthshot | Drop healthshot on player death |
| mp_death_drop_taser | Drop taser on player death |
| mp_deathcam_skippable | Determines whether a player can early-out of the deathcam. |
| mp_default_team_winner_no_objective | If 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_allocation | How to allocate defusers to CTs at start or round: 0=none, 1=random, 2=everyone |
| mp_disable_autokick | Prevents a userid from being auto-kicked |
| mp_disconnect_kills_bots | When a bot disconnects, kill them first. |
| mp_disconnect_kills_players | When a player disconnects, kill them first (triggering item drops, stats, etc. |
| mp_display_kill_assists | Whether to display and score player assists |
| mp_dm_bonus_length_max | Maximum time the bonus time will last (in seconds) |
| mp_dm_bonus_length_min | Minimum time the bonus time will last (in seconds) |
| mp_dm_bonus_percent | Percent of points additionally awarded when someone gets a kill with the bonus weapon during the bonus period. |
| mp_dm_bonusweapon_dogtags | Additional dogtags to drop when making a kill with the bonus weapon |
| mp_dm_dogtag_score | Points to award for picking up a dogtag in deathmatch. |
| mp_dm_healthshot_killcount | Grant healthshots in deathmatch after n kills |
| mp_dm_kill_base_score | Number of base points to award for a kill in deathmatch. |
| mp_dm_taser_bonus_streak_max | Maximum times to multiply the score for getting a streak of taser kills in a single life. |
| mp_dm_teammode | In deathmatch, enables team DM visuals & scoring (0: personal, 1: team mode, 2: use team contributio... |
| mp_dm_teammode_bonus_score | Team deathmatch victory points to award for kill with bonus weapon |
| mp_dm_teammode_dogtag_score | Team deathmatch victory points to award for collecting enemy dogtags |
| mp_dm_teammode_kill_score | Team deathmatch victory points to award for enemy kill |
| mp_dm_time_between_bonus_max | Maximum time a bonus time will start after the round start or after the last bonus (in seconds) |
| mp_dm_time_between_bonus_min | Minimum time a bonus time will start after the round start or after the last bonus (in seconds) |
| mp_dogtag_despawn_on_killer_death | Whether dogtags should despawn when their killer dies |
| mp_dogtag_despawn_time | How many seconds dogtags should stay around before despawning automatically (0 = infinite) |
| mp_dogtag_pickup_rule | Who is eligible to pick up a dogtag (0 = killer only, 1 = killer's team, 2 = victim's team, 3 = kill... |
| mp_drop_grenade_enable | Allows players to drop grenades. |
| mp_drop_knife_enable | Allows players to drop knives. |
| mp_economy_reset_rounds | Reset all player money every N rounds (0 for never) |
| mp_endmatch_votenextleveltime | If mp_endmatch_votenextmap is set, players have this much time to vote on the next map at match end. |
| mp_endmatch_votenextmap | Whether or not players vote for the next map at the end of the match when the final scoreboard comes... |
| mp_endmatch_votenextmap_keepcurrent | If set, keeps the current map in the list of voting options. |
| mp_endmatch_votenextmap_wargames_modes | Modes available for endmatch voting during War Games. |
| mp_endmatch_votenextmap_wargames_nummaps | Maximum number of maps to include in endmatch voting during War Games |
| mp_endmatch_votenextmap_wargames_nummodes | Maximum number of other War Games to include in endmatch voting during War Games |
| mp_endwarmup_player_count | Number of players required to be connected to end warmup early. |
| mp_equipment_reset_rounds | Reset all player equipment every N rounds (0 for never) |
| mp_footsteps_serverside | Makes the server always play footstep sounds. |
| mp_force_pick_time | The amount of time a player has on the team screen to make a selection before being auto-teamed |
| mp_forcecamera | Restricts spectator modes for dead players |
| mp_fraglimit | Default: 0 |
| mp_free_armor | Determines whether kevlar (1+) and/or helmet (2+) are given automatically. |
| mp_freezetime | how many seconds to keep players frozen when the round starts |
| mp_friendlyfire | If true, players can damage their own teammates. |
| mp_give_player_c4 | Whether this map should spawn a c4 bomb for a player or not. |
| mp_global_damage_per_second | If above 0, deal non-lethal damage to players over time. |
| mp_guardian_bomb_plant_custom_x_mark_location | x,y,z to display an X for the bomb plant in guardian missions with custom bomb plant boundaries. |
| mp_guardian_target_site | If set to the index of a bombsite, will cause random spawns to be only created near that site. |
| mp_halftime | Determines whether the match switches sides in a halftime event. |
| mp_halftime_duration | Target number of seconds that halftime lasts; shortened if team intros are active |
| mp_halftime_pausematch | Set to 1 to pause match after halftime countdown elapses. |
| mp_halftime_pausetimer | Set to 1 to stay in halftime indefinitely. |
| mp_hostages_max | Maximum number of hostages to spawn. |
| mp_hostages_rescuetime | Additional time added to round time if a hostage is reached by a CT. |
| mp_hostages_run_speed_modifier | Default is 1. |
| mp_hostages_spawn_farthest | When enabled will consistently force the farthest hostages to spawn. |
| mp_hostages_spawn_force_positions | Comma separated list of zero based indices to force spawn positions, e. |
| mp_hostages_spawn_force_positions_xyz | Comma separated list of xyz locations to force spawn positions, e. |
| mp_hostages_spawn_same_every_round | 0 = spawn hostages randomly every round, 1 = same spawns for entire match. |
| mp_hostages_takedamage | Whether or not hostages can be hurt. |
| mp_humanteam | Restricts human players to a single team {any, CT, T} |
| mp_ignore_round_win_conditions | If 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_prohibited | Set this convar to a comma-delimited list of definition indices of weapons that should be prohibited from use. |
| mp_join_grace_time | Number of seconds after round start to allow a player to join a game |
| mp_limitteams | Max # of players 1 team can have over another (0 disables check) |
| mp_logdetail | Logs attacks. |
| mp_logdetail_items | Logs a line any time a player acquires or loses an item. |
| mp_logmoney | Enables money logging. |
| mp_match_can_clinch | Can 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_changelevel | At the end of the match, perform a changelevel even if next map is the same |
| mp_match_end_restart | At the end of the match, perform a restart instead of loading a new map |
| mp_match_restart_delay | Time (in seconds) until a match restarts. |
| mp_max_armor | Determines the highest level of armor allowed to be purchased. |
| mp_maxmoney | Maximum amount of money a player can have. |
| mp_maxrounds | max number of rounds to play before server changes maps |
| mp_min_halftime_duration | Minimum number of seconds that halftime lasts even if team intros are active |
| mp_modify_timeouts | mp_modify_timeouts <CT\ |
| mp_only_cts_rescue_hostages | Default: true |
| mp_overtime_enable | If a match ends in a tie, use overtime rules to determine winner |
| mp_overtime_halftime_pausetimer | If set to 1 will set mp_halftime_pausetimer to 1 before every half of overtime. |
| mp_overtime_limit | When overtime is enabled, only so many overtimes can be played |
| mp_overtime_maxrounds | When overtime is enabled play additional rounds to determine winner |
| mp_overtime_startmoney | Money assigned to all players at start of every overtime half |
| mp_pause_match | Pause the match in the next freeze time |
| mp_plant_c4_anywhere | Default: false |
| mp_playercashawards | If true, players can earn money by performing in-game actions (kills, bomb plant, defuse, hostage rescue). |
| mp_playerid | Controls what information player see in the status bar: 0 all names; 1 team names; 2 no names |
| mp_playerid_delay | Number of seconds to delay showing information in the status bar |
| mp_playerid_hold | Number of seconds to keep showing old information in the status bar |
| mp_promoted_item_enabled | Allow the purchasing of the promoted item. |
| mp_randomspawn | Determines whether players are to spawn. |
| mp_randomspawn_dist | If using mp_randomspawn, determines whether to test distance when selecting this spot. |
| mp_randomspawn_los | If using mp_randomspawn, determines whether to test Line of Sight when spawning. |
| mp_require_gun_use_to_acquire | Whether guns must be +used to acquire or default is touch-to-pickup |
| mp_respawn_immunitytime | How many seconds after respawn immunity lasts. |
| mp_respawn_on_death_ct | When set to 1, counter-terrorists will respawn after dying. |
| mp_respawn_on_death_t | When set to 1, terrorists will respawn after dying. |
| mp_respawnwavetime_ct | Time between respawn waves for CTs. |
| mp_respawnwavetime_t | Time between respawn waves for Terrorists. |
| mp_restartgame | Restarts the game in the specified number of seconds. |
| mp_retake_ct_count | Number of CT's when playing retakes. |
| mp_retake_ct_loadout_bonus_card | CT bonus card for full buy round when playing bomb site retake. |
| mp_retake_ct_loadout_bonus_card_availability | CT bonus card availability pattern for full buy round when playing bomb site retake. |
| mp_retake_ct_loadout_default_pistol_round | Default: 1\ |
| mp_retake_ct_loadout_enemy_card | CT enemy card for full buy round when playing bomb site retake. |
| mp_retake_ct_loadout_full_buy_round | Default: 4\ |
| mp_retake_ct_loadout_light_buy_round | Default: 3\ |
| mp_retake_ct_loadout_upgraded_pistol_round | Default: 2\ |
| mp_retake_max_consecutive_rounds_same_target_site | Limit the number of consecutive rounds targeting the same site. |
| mp_retake_t_count | Number of terrorists when playing retakes. |
| mp_retake_t_loadout_bonus_card | T bonus card for full buy round when playing bomb site retake. |
| mp_retake_t_loadout_bonus_card_availability | T bonus card availability pattern for full buy round when playing bomb site retake. |
| mp_retake_t_loadout_default_pistol_round | Default: 0\ |
| mp_retake_t_loadout_enemy_card | T enemy card for full buy round when playing bomb site retake. |
| mp_retake_t_loadout_full_buy_round | Default: 0\ |
| mp_retake_t_loadout_light_buy_round | Default: 0\ |
| mp_retake_t_loadout_upgraded_pistol_round | Default: 0\ |
| mp_round_restart_delay | Number of seconds to delay before restarting a round after a win |
| mp_roundtime | How many minutes each round takes. |
| mp_roundtime_defuse | How many minutes each round of Bomb Defuse takes. |
| mp_roundtime_hostage | How many minutes each round of Hostage Rescue takes. |
| mp_scrambleteams | Scramble the teams and restart the game |
| mp_shorthanded_cash_bonus_ignore_kicked | Determines whether kicked players are included in the assessment for short-handedness |
| mp_shorthanded_cash_bonus_round_delay | number of previous rounds that a team needs to have been shorthanded before they are eligible for th... |
| mp_solid_enemies | How solid are enemies: 0 = transparent; 1 = fully solid |
| mp_solid_teammates | How solid are teammates: 0 = transparent; 1 = fully solid; 2 = can stand on top of heads |
| mp_spawnprotectiontime | Kick players who team-kill within this many seconds of a round restart. |
| mp_spectators_max | How many spectators are allowed in a match. |
| mp_starting_losses | Determines what the initial loss streak is. |
| mp_startmoney | Amount of money each player gets when they reset. |
| mp_suicide_penalty | Punish players for suicides |
| mp_swapteams | Swap the teams and restart the game |
| mp_t_default_grenades | The default grenades that the Ts will spawn with. |
| mp_t_default_melee | The default melee weapon that the Ts will spawn with |
| mp_t_default_primary | The default primary (rifle) weapon that the Ts will spawn with |
| mp_t_default_secondary | The default secondary (pistol) weapon that the Ts will spawn with |
| mp_tagging_scale | Scalar for player tagging modifier when hit. |
| mp_taser_recharge_time | Determines recharge time for taser. |
| mp_td_dmgtokick | The damage threshhold players have to exceed in a match to get kicked. |
| mp_td_dmgtowarn | The damage threshhold players have to exceed in a match to get warned that they are about to be kicked. |
| mp_td_spawndmgthreshold | The damage threshold players have to exceed at the start of the round to be warned/kick. |
| mp_team_intro_time | How many seconds for team intro |
| mp_team_timeout_max | Number of timeouts each team gets per match. |
| mp_team_timeout_ot_add_each | Number of timeouts to add for each team when match goes to 2nd and each next overtime. |
| mp_team_timeout_ot_add_once | Number of timeouts to add for each team when regulation time ends and match goes to overtime. |
| mp_team_timeout_ot_max | Max number of timeouts each team can have per OT after all OT timeouts got added. |
| mp_team_timeout_time | Duration of each timeout. |
| mp_teamcashawards | If true, teams can earn money by performing in-game actions (round win/loss bonus). |
| mp_teamflag_1 | Enter a country's alpha 2 code to show that flag next to team 1's name in the spectator scoreboard. |
| mp_teamflag_2 | Enter a country's alpha 2 code to show that flag next to team 2's name in the spectator scoreboard. |
| mp_teamlogo_1 | Enter a team's shorthand image name to display their logo. |
| mp_teamlogo_2 | Enter a team's shorthand image name to display their logo. |
| mp_teammatchstat_1 | A non-empty string sets first team's match stat. |
| mp_teammatchstat_2 | A non-empty string sets second team's match stat. |
| mp_teammatchstat_cycletime | Cycle match stats after so many seconds |
| mp_teammatchstat_holdtime | Decide on a match stat and hold it additionally for at least so many seconds |
| mp_teammatchstat_txt | A non-empty string sets the match stat description, e. |
| mp_teammates_are_enemies | When set, your teammates act as enemies and all players are valid targets. |
| mp_teamname_1 | A non-empty string overrides the first team's name. |
| mp_teamname_2 | A non-empty string overrides the second team's name. |
| mp_teamprediction_pct | A value between 1 and 99 will show predictions in favor of CT team. |
| mp_teamprediction_txt | A value between 1 and 99 will set predictions in favor of first team. |
| mp_teamscore_1 | A non-empty string for best-of-N maps won by the first team. |
| mp_teamscore_2 | A non-empty string for best-of-N maps won by the second team. |
| mp_teamscore_max | How many maps to win the series (bo3 max=2; bo5 max=3; bo7 max=4) |
| mp_technical_timeout_duration_s | How many seconds is a full technical timeout? |
| mp_technical_timeout_per_team | How many technical timeouts are there per team? |
| mp_timelimit | game time per map in minutes |
| mp_tkpunish | Will TK'ers and team damagers be punished in the next round? |
| mp_unpause_match | Resume the match |
| mp_use_respawn_waves | When set to 1, and that player's team is set to respawn, they will respawn in waves. |
| mp_verbose_changelevel_spew | Default: 1 |
| mp_warmup_end | End warmup immediately. |
| mp_warmup_items_drop_policy | Which items can drop during warmup (bitfield, 1=gun, 2=c4, 4=nade, 8=defuser, 16=taser, 32=healthsho... |
| mp_warmup_items_nocost | Determines whether weapons are free to buy during warmup. |
| mp_warmup_items_nocount_policy | Which items are unlimited during warmup (bitfield, 1=gun, 2=c4, 4=nade, 8=defuser/kevlar, 16=taser,... |
| mp_warmup_offline_enabled | Whether or not to do a warmup period at the start of a match in an offline (bot) match. |
| mp_warmup_online_enabled | Whether or not to do a warmup period at the start of an online match. |
| mp_warmup_pausetimer | Set to 1 to stay in warmup indefinitely. |
| mp_warmup_start | Start warmup. |
| mp_warmuptime | How long the warmup period lasts. |
| mp_warmuptime_all_players_connected | Warmup time to use when all players have connected. |
| mp_warmuptime_match_cancelled | Warmup time to use when the match will be cancelled (eg. |
| mp_weapon_next_owner_touch_time | Default: 1.3 |
| mp_weapon_prev_owner_touch_time | Default: 1.5 |
| mp_weapon_self_inflict_amount | If Set to non-0, will hurt the attacker by the specified fraction of max damage if they miss. |
| mp_weapons_allow_heavy | Determines which team, if any, can purchase Heavy guns. |
| mp_weapons_allow_map_placed | If this convar is set, when a match starts, the game will not delete weapons placed in the map. |
| mp_weapons_allow_pistols | Determines which team, if any, can purchase Pistols. |
| mp_weapons_allow_rifles | Determines which team, if any, can purchase Rifles. |
| mp_weapons_allow_smgs | Determines which team, if any, can purchase SMGs. |
| mp_weapons_allow_typecount | Determines 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_zeus | Determines 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_match | Maximum number of times a player can buy the same weapon per match. Pass -1 for no limit. |
| mp_win_panel_display_time | The amount of time to show the win panel between matches / halfs |