Counter-Strike: Global Offensive/Game Modes: Difference between revisions
(Added Lang template. Moved the page for that matter to get the name right. Added first heading and TOC. Centered small type-mode-table. Made long tables collapsible because we can. Pushed code to the right. Removed Category:Console Variables.) |
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{{toc-right}} | {{toc-right}} | ||
{{back | Counter-Strike: Global Offensive Level Creation}} | {{back | Counter-Strike: Global Offensive Level Creation}} | ||
Here are tables of the game modes and the console commands to launch them in {{csgo | Here are tables of the game modes and the console commands to launch them in {{game name|csgo|name=Counter-Strike: Global Offensive}}. | ||
== Loading a Map == | == Loading a Map == | ||
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When loading a map, the game will... | When loading a map, the game will... | ||
# set the [[CSGO_Custom_Game_Mode#Whitelisting|whitelisted ConVars]] (the ones listed in <code>csgo/bspconvar_whitelist.txt</code>) to their default value, | # set the [[CSGO_Custom_Game_Mode#Whitelisting|whitelisted ConVars]] (the ones listed in <code>csgo/bspconvar_whitelist.txt</code>) to their default value, | ||
# execute the [[cfg|.cfg]] files associated with the current values of <code>game_type</code> and <code>game_mode</code>, | # execute the [[cfg|.cfg]] files associated with the current values of <code>game_type</code> and <code>game_mode</code> (defined in <code>csgo/gamemodes.txt</code> and/or <code>csgo/gamemodes_server.txt</code>), | ||
# execute the .cfg file associated with the current value of <code>sv_skirmish_id</code>. | # execute the .cfg file associated with the current value of <code>sv_skirmish_id</code> (defined in <code>csgo/scripts/items/items_game.txt</code> under <code>skirmish_modes</code>). | ||
If these values are not set before loading a map, the map launches in the last game mode played. | If these values are not set before loading a map, the map launches in the last game mode played. | ||
The initial values of <code>game_type</code>, <code>game_mode</code> and <code>sv_skirmish_id</code> are 0 (Casual). | The initial values of <code>game_type</code>, <code>game_mode</code> and <code>sv_skirmish_id</code> are 0 (Casual). | ||
{{Tip | The <code>map</code> and <code>changelevel</code> commands have an optional <code><gamemode></code> parameter. Example: <code>map de_dust2 deathmatch</code> or <code>changelevel myCustomMap coop</code>. If such a <code>gamemode</code> parameter is given and if it is valid, the game will adjust <code>game_type</code> and <code>game_mode</code> and launch the map with the associated game mode.}} | {{Tip | The <code>map</code> and <code>changelevel</code> commands have an optional <code><gamemode></code> parameter. Example: <code>map de_dust2 deathmatch</code> or <code>changelevel myCustomMap coop</code>. If such a <code>gamemode</code> parameter is given and if it is valid, the game will adjust <code>game_type</code> and <code>game_mode</code> and launch the map with the associated game mode. See the ''map command optional parameter'' column in the following big table.}} | ||
{{Tip | Maps can have a default game mode, which can be read with <code>map <mapname> default</code> or <code>map <mapname> auto</code>. See the big table below.}} | |||
{{Tip | [[Command Line Options|Set Launch Options]] can be used, e.g: <code>+game_type <number> +game_mode <number> +map <mapname></code>}} | {{Tip | [[Command Line Options|Set Launch Options]] can be used, e.g: <code>+game_type <number> +game_mode <number> +map <mapname></code>}} | ||
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|- | |- | ||
! Classic !! style="width:3em" | 0 | ! Classic !! style="width:3em" | 0 | ||
| [[Creating a Classic Counter-Strike Map|Casual]] | | [[File:Csgo icon casual.png|16px|link=]] [[Creating a Classic Counter-Strike Map|Casual]] | ||
| [[Creating a Classic Counter-Strike Map|Competitive]] | | [[File:Csgo icon competitive.png|16px|link=]] [[Creating a Classic Counter-Strike Map|Competitive]] | ||
| [[Creating_a_Wingman_Map|Wingman]] | | [[File:Csgo icon wingman.png|16px|link=]] [[Creating_a_Wingman_Map|Wingman]] | ||
| Weapon Expert | | Weapon Expert | ||
|- | |- | ||
! Gun Game !! 1 | ! Gun Game !! 1 | ||
| [[Creating_a_Arsenal:_Arms_Race_Map|Armsrace]] | | [[File:Csgo icon armsrace.png|16px|link=]] [[Creating_a_Arsenal:_Arms_Race_Map|Armsrace]] | ||
| [[Creating_a_Arsenal:_Demolition_Map|Demolition]] | | [[File:Csgo icon demolition.png|16px|link=]] [[Creating_a_Arsenal:_Demolition_Map|Demolition]] | ||
| [[CS:GO_Gamemodes:_Deathmatch|Deathmatch]] | | [[File:Csgo icon deathmatch.png|16px|link=]] [[CS:GO_Gamemodes:_Deathmatch|Deathmatch]] | ||
|- | |- | ||
! Training !! 2 | ! Training !! 2 | ||
| Training | | [[File:Csgo icon training.png|16px|link=]] Training | ||
|- | |- | ||
! Custom !! 3 | ! Custom !! 3 | ||
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|- | |- | ||
! Cooperative !! 4 | ! Cooperative !! 4 | ||
| [[Creating a Guardian Scenario Map|Guardian]] | | [[File:Csgo icon guardian.png|16px|link=]] [[Creating a Guardian Scenario Map|Guardian]] | ||
| [[Creating a Co-op Strike Map|Co-op Strike]] | | [[File:Csgo icon coopstrike.png|16px|link=]] [[Creating a Co-op Strike Map|Co-op Strike]] | ||
|- | |- | ||
! Skirmish !! 5 | ! Skirmish !! 5 | ||
| Skirmish | | [[File:Csgo icon skirmish.png|16px|link=]] Skirmish | ||
|- | |- | ||
! Free For All !! 6 | ! Free For All !! 6 | ||
| [[Creating_a_Danger_Zone_Map|Danger Zone]] | | [[File:Csgo icon dangerzone.png|16px|link=]] [[Creating_a_Danger_Zone_Map|Danger Zone]] | ||
|} | |} | ||
{{minititle|About the following table}} | {{minititle|About the following table}} | ||
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{{Tip | The .cfg files ending with <code>_server.cfg</code> don't exist locally by default. You can create them and write commands into them that will be executed every time you locally launch the corresponding game mode.}} | {{Tip | The .cfg files ending with <code>_server.cfg</code> don't exist locally by default. You can create them and write commands into them that will be executed every time you locally launch the corresponding game mode.}} | ||
{{Note | With no adjustments, [[maxplayers]] is a hard limit for the number of [[player]]s and bots on the server.}} | {{Note | With no adjustments, [[maxplayers]] is a hard limit for the number of [[player]]s and bots on the server.}} | ||
{{Note | {{cpp}} The possible ''map command optional parameters'' can be found in the function <code>GameTypes::GetGameTypeAndModeFromAlias</code> defined in <code>gametypes.cpp</code>.}} | |||
{| class="standard-table mw-collapsible" style="width:100%;" | {| class="standard-table mw-collapsible" style="width:100%;" | ||
! Game Mode | ! colspan="2"| Game Mode | ||
! style="width: | ! style="width:3em;" | type | ||
! style="width: | ! style="width:3em;" | mode | ||
! style="white-space:nowrap;"| map command<br>optional | ! style="white-space:nowrap;"| map command<br>optional parameters | ||
! [[maxplayers|max-<br>players]] | ! [[maxplayers|max-<br>players]] | ||
! .cfg filenames executed, if existent | ! .cfg filenames executed, if existent | ||
! Description | ! Description | ||
|- | |- | ||
| [[Creating a Classic Counter-Strike Map|Casual]] (default) | | [[File:Csgo icon casual.png|32px]] | ||
| [[Creating a Classic Counter-Strike Map|Casual]] ''(default)'' | |||
| style="text-align:center;" | 0 | | style="text-align:center;" | 0 | ||
| style="text-align:center;" | 0 | | style="text-align:center;" | 0 | ||
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| Like Competitive but with fewer rounds, shorter freezetime per round, no friendly fire, no team collision, free [[item_assaultsuit|armor]] and free [[item_defuser|defuse kit]]/[[item_cutters|cutters]]. | | Like Competitive but with fewer rounds, shorter freezetime per round, no friendly fire, no team collision, free [[item_assaultsuit|armor]] and free [[item_defuser|defuse kit]]/[[item_cutters|cutters]]. | ||
|- | |- | ||
| [[File:Csgo icon competitive.png|32px]] | |||
| [[Creating a Classic Counter-Strike Map|Competitive]] | | [[Creating a Classic Counter-Strike Map|Competitive]] | ||
| style="text-align:center;" | 0 | | style="text-align:center;" | 0 | ||
| style="text-align:center;" | 1 | | style="text-align:center;" | 1 | ||
| <code>competitive</code> | | <code>competitive, comp</code> | ||
| 10 | | 10 | ||
| gamemode_competitive.cfg, <br> gamemode_competitive_offline.cfg (!)<br> gamemode_competitive_server.cfg | | gamemode_competitive.cfg, <br> gamemode_competitive_offline.cfg (!)<br> gamemode_competitive_server.cfg | ||
| The classic game mode, usually made for 5v5. Best of 30 rounds, teams are switched at halftime, friendly fire is on. Round-ending objectives are elimination, [[Creating a Bomb Defusal Map|bomb explosion, bomb defusal]], [[Creating a Hostage Rescue Map|hostage rescue]] and timeout. | | The classic game mode, usually made for 5v5. Best of 30 rounds, teams are switched at halftime, friendly fire is on. Round-ending objectives are elimination, [[Creating a Bomb Defusal Map|bomb explosion, bomb defusal]], [[Creating a Hostage Rescue Map|hostage rescue]] and timeout. | ||
|- | |- | ||
| [[File:Csgo icon wingman.png|32px]] | |||
| [[Creating_a_Wingman_Map|Wingman]] | | [[Creating_a_Wingman_Map|Wingman]] | ||
| style="text-align:center;" | 0 | | style="text-align:center;" | 0 | ||
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| Like Competitive, but adjusted for 2v2 and for a smaller map or a map section. Best of 16 rounds. Also, each round is shorter. | | Like Competitive, but adjusted for 2v2 and for a smaller map or a map section. Best of 16 rounds. Also, each round is shorter. | ||
|- | |- | ||
| | |||
| Weapon Expert | | Weapon Expert | ||
| style="text-align:center;" | 0 | | style="text-align:center;" | 0 | ||
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| Like Competitive but every player can buy each weapon at most once per match. The freezetime is a bit longer. | | Like Competitive but every player can buy each weapon at most once per match. The freezetime is a bit longer. | ||
|- | |- | ||
| [[File:Csgo icon armsrace.png|32px]] | |||
| [[Creating_a_Arsenal:_Arms_Race_Map|Arms Race]] | | [[Creating_a_Arsenal:_Arms_Race_Map|Arms Race]] | ||
| style="text-align:center;" | 1 | | style="text-align:center;" | 1 | ||
| style="text-align:center;" | 0 | | style="text-align:center;" | 0 | ||
| <code>armsrace,<br>gungameprogressive</code> | | <code>armsrace, arms,<br>gungame, gg,<br>gungameprogressive</code> | ||
| 10 | | 10 | ||
| gamemode_armsrace.cfg, <br> gamemode_armsrace_server.cfg | | gamemode_armsrace.cfg, <br> gamemode_armsrace_server.cfg | ||
| The game is one perpetual round where killed players respawn at the default spawns. A weapon progression (a number of guns and their order) is defined where players win by making a specified number of kills with each of these weapons. | | The game is one perpetual round where killed players respawn at the default spawns. A weapon progression (a number of guns and their order) is defined where players win by making a specified number of kills with each of these weapons. | ||
|- | |- | ||
| [[File:Csgo icon demolition.png|32px]] | |||
| [[Creating_a_Arsenal:_Demolition_Map|Demolition]] | | [[Creating_a_Arsenal:_Demolition_Map|Demolition]] | ||
| style="text-align:center;" | 1 | | style="text-align:center;" | 1 | ||
| style="text-align:center;" | 1 | | style="text-align:center;" | 1 | ||
| <code>demolition,<br>gungametrbomb</code> | | <code>demolition, demo,<br>gungametrbomb</code> | ||
| 10 | | 10 | ||
| gamemode_demolition.cfg, <br> gamemode_demolition_server.cfg | | gamemode_demolition.cfg, <br> gamemode_demolition_server.cfg | ||
| A mixture of Casual with Armsrace. Best of 20 rounds. Each player is given a fixed weapon for each round, depending on his individual progress. Each player can progress one gun per round by making at least one kill. | | A mixture of Casual with Armsrace. Best of 20 rounds. Each player is given a fixed weapon for each round, depending on his individual progress. Each player can progress one gun per round by making at least one kill. | ||
|- | |- | ||
| [[File:Csgo icon deathmatch.png|32px]] | |||
| [[CS:GO Gamemodes: Deathmatch|Deathmatch]] | | [[CS:GO Gamemodes: Deathmatch|Deathmatch]] | ||
| style="text-align:center;" | 1 | | style="text-align:center;" | 1 | ||
| style="text-align:center;" | 2 | | style="text-align:center;" | 2 | ||
| <code>deathmatch</code> | | <code>deathmatch, dm</code> | ||
| 16 | | 16 | ||
| gamemode_deathmatch.cfg, <br> gamemode_deathmatch_server.cfg | | gamemode_deathmatch.cfg, <br> gamemode_deathmatch_server.cfg | ||
| Like Armsrace but with free weapon choice and respawns across the map. Kills grant points, depending on the weapon type and if it is currently the bonus weapon. A player wins by scoring the highest after the round's time limit. | | Like Armsrace but with free weapon choice and respawns across the map. Kills grant points, depending on the weapon type and if it is currently the bonus weapon. A player wins by scoring the highest after the round's time limit. | ||
|- | |- | ||
| [[File:Csgo icon training.png|32px]] | |||
| Training | | Training | ||
| style="text-align:center;" | 2 | | style="text-align:center;" | 2 | ||
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| Assigns clients to CT with no weapon. No round limit, no time limit, no freezetime, minimal HUD. Good for singleplayer maps, used on CS:GO's Training Course. | | Assigns clients to CT with no weapon. No round limit, no time limit, no freezetime, minimal HUD. Good for singleplayer maps, used on CS:GO's Training Course. | ||
|- | |- | ||
| | |||
| [[CSGO_Custom_Game_Mode|Custom]] | | [[CSGO_Custom_Game_Mode|Custom]] | ||
| style="text-align:center;" | 3 | | style="text-align:center;" | 3 | ||
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| Like Undefined, see below, but if <code>sv_autoexec_mapname_cfg</code> is not <code>0</code> (which however it its default value), the .cfg file <code>csgo/maps/cfg/<mapname>.cfg</code> is executed with whitelist. | | Like Undefined, see below, but if <code>sv_autoexec_mapname_cfg</code> is not <code>0</code> (which however it its default value), the .cfg file <code>csgo/maps/cfg/<mapname>.cfg</code> is executed with whitelist. | ||
|- | |- | ||
| [[File:Csgo icon guardian.png|32px]] | |||
| [[Creating_a_Guardian_Scenario_Map|Guardian]] | | [[Creating_a_Guardian_Scenario_Map|Guardian]] | ||
| style="text-align:center;" | 4 | | style="text-align:center;" | 4 | ||
| style="text-align:center;" | 0 | | style="text-align:center;" | 0 | ||
| <code>guardian,<br>cooperative</code> | | <code>guardian, guard,<br>cooperative</code> | ||
| 20 | | 20 | ||
| gamemode_competitive.cfg, <br> gamemode_cooperative.cfg, <br> gamemode_cooperative_server.cfg | | gamemode_competitive.cfg, <br> gamemode_cooperative.cfg, <br> gamemode_cooperative_server.cfg | ||
| Two human players must defend a bombsite as CT or hostages as T against rushing bots. Maps must support this mode to work as intended. | | Two human players must defend a bombsite as CT or hostages as T against rushing bots. Maps must support this mode to work as intended. | ||
|- | |- | ||
| [[File:Csgo icon coopstrike.png|32px]] | |||
| [[Creating_a_Co-op_Strike_Map|Co-op Strike]] | | [[Creating_a_Co-op_Strike_Map|Co-op Strike]] | ||
| style="text-align:center;" | 4 | | style="text-align:center;" | 4 | ||
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| Usually a custom mission for two human players on a custom map that is designed primarily for this mode. | | Usually a custom mission for two human players on a custom map that is designed primarily for this mode. | ||
|- | |- | ||
| [[File:Csgo icon skirmish.png|32px]] | |||
| Skirmish | | Skirmish | ||
| style="text-align:center;" | 5 | | style="text-align:center;" | 5 | ||
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| Like Undefined, see below. | | Like Undefined, see below. | ||
|- | |- | ||
| [[File:Csgo icon dangerzone.png|32px]] | |||
| [[Creating_a_Danger_Zone_Map|Danger Zone]] | | [[Creating_a_Danger_Zone_Map|Danger Zone]] | ||
| style="text-align:center;" | 6 | | style="text-align:center;" | 6 | ||
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| A Battle Royale mode for big maps where players win by being the last man (or team) standing. Maps must be designed for this mode to work as intended. | | A Battle Royale mode for big maps where players win by being the last man (or team) standing. Maps must be designed for this mode to work as intended. | ||
|- | |- | ||
| Undefined | | | ||
| colspan="2" | <center>none of<br> the above</center> | | ''Map default'' | ||
| colspan="2" | <center>''see<br>description''</center> | |||
| <code>default, auto</code> | |||
| ''depends'' | |||
| ''depends'' | |||
| This is not a game mode itself, rather a "redirect". The game picks <code>game_type</code> and <code>game_mode</code> from the map's <code>default_game_type</code> and <code>default_game_mode</code> values, defined in either <code>[[.kv|csgo/maps/<mapname>.kv]]</code>, <code>csgo/gamemodes.txt</code> (under <code>maps/<mapname>/</code>) or <code>csgo/gamemodes_server.txt</code>. If they are defined in more than one of these files, the latter of the named files overrides the former. If they are not defined in any of these, the current type and mode are kept. All official maps use this appropriately (just that competitive maps use Casual). | |||
|- | |||
| | |||
| ''Undefined'' | |||
| colspan="2" | <center>''none of<br>the above''</center> | |||
| - | | - | ||
| ? | | ? | ||
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If <code>sv_skirmish_id</code> is set to a value that can be found in the following table, it will load an additional [[cfg|.cfg]] file associated to the ID. These .cfg files are supposed to be loaded to a specific base game mode, which is mentioned as a comment in their first lines as well as in <code>csgo/scripts/items/items_game.txt</code>. Anyway, it is possible to use any base game mode. | If <code>sv_skirmish_id</code> is set to a value that can be found in the following table, it will load an additional [[cfg|.cfg]] file associated to the ID. These .cfg files are supposed to be loaded to a specific base game mode, which is mentioned as a comment in their first lines as well as in <code>csgo/scripts/items/items_game.txt</code>. Anyway, it is possible to use any base game mode. | ||
To play one of the following game modes, type <code>sv_skirmish_id <number></code> in the console and launch a map with a base game mode, see above. <br> | To play one of the following game modes, type <code>sv_skirmish_id <number></code> in the console and launch a map with a base game mode, see above. | ||
Alternatively, it is possible in-game to execute the corresponding .cfg files manually and | <br> | ||
To return to a "pure" game mode found in the above table, set <code>sv_skirmish_id</code> to a value that is not in the following table (intuitively 0), so the game will not load any additional .cfg files to a game mode. | Alternatively, it is possible in-game to execute the corresponding .cfg files manually and to restart the game using <code>exec <cfg filename></code> and <code>mp_restartgame 1</code>. Incidentally, one could of course write/modify such [[cfg|configs]] himself. | ||
To return to a "pure" game mode found in the above table, set <code>sv_skirmish_id</code> to a value that is '''not''' in the following table (intuitively 0), so the game will not load any additional .cfg files to a game mode. | |||
Example: | Example: | ||
* To launch ''Stab Stab Zap'' on <code>de_dust2</code>, enter <code>sv_skirmish_id 1</code> and <code>map de_dust2 casual</code>. This is equivalent to <code>sv_skirmish_id 1; game_type 0; game_mode 0; map de_dust2</code>. | * To launch ''Stab Stab Zap'' on <code>de_dust2</code>, enter <code>sv_skirmish_id 1</code> and <code>map de_dust2 casual</code>. This is equivalent to <code>sv_skirmish_id 1; game_type 0; game_mode 0; map de_dust2</code>. | ||
* To launch Competitive on <code>de_dust2</code> after having played a skirmish mode, enter <code>sv_skirmish_id 0</code> and <code>map de_dust2 | * To launch Competitive on <code>de_dust2</code> after having played a skirmish mode, enter <code>sv_skirmish_id 0</code> and <code>map de_dust2 comp</code>. This is equivalent to <code>sv_skirmish_id 0; game_type 0; game_mode 1; map de_dust2</code>. | ||
{{note | The skirmish IDs 2, 5 and 9 are undefined. However, there are .cfg files in <code>cfg/</code> that have no associated skirmish ID. They are mentioned at the end of the following table. They probably were the modes for the skirmish IDs 2, 5 and 9.}} | {{note | The skirmish IDs 2, 5 and 9 are undefined. However, there are .cfg files in <code>csgo/cfg/</code> that have no associated skirmish ID. They are mentioned at the end of the following table. They probably were the modes for the skirmish IDs 2, 5 and 9.}} | ||
{{note | The information of this table can be found in <code>csgo/scripts/items/items_game.txt</code>.}} | {{note | The information of this table can be found in <code>csgo/scripts/items/items_game.txt</code> under <code>skirmish_modes</code>.}} | ||
{| class="standard-table mw-collapsible" style="width:100%;" | {| class="standard-table mw-collapsible" style="width:100%;" | ||
!Game Mode | ! colspan="2"| Game Mode | ||
!sv_skirmish_id | ! sv_skirmish_id | ||
!Intended Base Game Mode | ! Intended Base Game Mode | ||
!.cfg filenames executed | ! .cfg filenames executed | ||
!Description | ! Description | ||
|- | |- | ||
| | |||
| Stab Stab Zap | | Stab Stab Zap | ||
| 1 | | 1 | ||
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| Only [[weapon_knife|knives]] and recharging [[weapon_taser|taser]]. | | Only [[weapon_knife|knives]] and recharging [[weapon_taser|taser]]. | ||
|- | |- | ||
| [[File:Csgo icon skirmish flyingscoutsman.png|32px]] | |||
| Flying Scoutsman | | Flying Scoutsman | ||
| 3 | | 3 | ||
Line 230: | Line 259: | ||
| Only [[weapon_ssg08|scouts]] and [[weapon_knife|knives]], low gravity, high precision. | | Only [[weapon_ssg08|scouts]] and [[weapon_knife|knives]], low gravity, high precision. | ||
|- | |- | ||
| | |||
| Trigger Discipline | | Trigger Discipline | ||
| 4 | | 4 | ||
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| Gunshots that a [[player]] does not hit an enemy with damage himself down to a minimum of 1 [[Health|HP]]. | | Gunshots that a [[player]] does not hit an enemy with damage himself down to a minimum of 1 [[Health|HP]]. | ||
|- | |- | ||
| | |||
| Boom! Headshot! | | Boom! Headshot! | ||
| 6 | | 6 | ||
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| Helmets are disabled and bodyshots deal no damage, causing a small spark effect instead of blood. | | Helmets are disabled and bodyshots deal no damage, causing a small spark effect instead of blood. | ||
|- | |- | ||
| | |||
| Hunter-Gatherers | | Hunter-Gatherers | ||
| 7 | | 7 | ||
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| [[CS:GO Gamemodes: Deathmatch#Team Mode|Team deathmatch]] with collecting [[item_dogtags|dogtags]]: Killed enemies will drop dogtags that anyone can pick up. Collecting dogtags from the enemy team awards victory points. Killing enemies with the Deathmatch [[CS:GO Gamemodes: Deathmatch#Bonus Weapon|bonus weapon]] makes them drop an extra dogtag. The team with the most victory points at the end of the time limit wins. | | [[CS:GO Gamemodes: Deathmatch#Team Mode|Team deathmatch]] with collecting [[item_dogtags|dogtags]]: Killed enemies will drop dogtags that anyone can pick up. Collecting dogtags from the enemy team awards victory points. Killing enemies with the Deathmatch [[CS:GO Gamemodes: Deathmatch#Bonus Weapon|bonus weapon]] makes them drop an extra dogtag. The team with the most victory points at the end of the time limit wins. | ||
|- | |- | ||
| | |||
| Heavy Assault Suit | | Heavy Assault Suit | ||
| 8 | | 8 | ||
Line 254: | Line 287: | ||
| [[item_heavyassaultsuit|Heavy armor]] can be purchased for $6000. {{Deprecated | The item is no longer accessible in the buy menu, but can still be bought with the command <code>buy heavyarmor</code> while not owning a rifle.}} | | [[item_heavyassaultsuit|Heavy armor]] can be purchased for $6000. {{Deprecated | The item is no longer accessible in the buy menu, but can still be bought with the command <code>buy heavyarmor</code> while not owning a rifle.}} | ||
|- | |- | ||
| [[File:Csgo icon skirmish armsrace.png|32px]] | |||
| Arms Race | | Arms Race | ||
| 10 | | 10 | ||
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| Equivalent to Arms Race. | | Equivalent to Arms Race. | ||
|- | |- | ||
| | |||
| Demolition | | Demolition | ||
| 11 | | 11 | ||
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| Equivalent to Demolition. | | Equivalent to Demolition. | ||
|- | |- | ||
| [[File:Csgo icon skirmish retakes.png|32px]] | |||
| [[CSGO_Game_Mode_-_Retakes|Retakes]] | | [[CSGO_Game_Mode_-_Retakes|Retakes]] | ||
| 12 | | 12 | ||
Line 272: | Line 308: | ||
| Each round, 3 Terrorists spawn on a bomb site with a bomb being planted and 4 CTs spawn at fixed locations around it or on the other bomb spot. Each player can choose a loadout card at round start. {{Warning | If there is exactly one bombsite, the game crashes with a probability of 50 %.}} | | Each round, 3 Terrorists spawn on a bomb site with a bomb being planted and 4 CTs spawn at fixed locations around it or on the other bomb spot. Each player can choose a loadout card at round start. {{Warning | If there is exactly one bombsite, the game crashes with a probability of 50 %.}} | ||
|- | |- | ||
| | |||
| Bloodletter | | Bloodletter | ||
| - | | - | ||
Line 278: | Line 315: | ||
| Dealing damage heals you 100 % of the damage dealt (max 200). Players take non-lethal damage over time while they are alive. | | Dealing damage heals you 100 % of the damage dealt (max 200). Players take non-lethal damage over time while they are alive. | ||
|- | |- | ||
| | |||
| Bounty Hunter | | Bounty Hunter | ||
| - | | - | ||
Line 284: | Line 322: | ||
| All players are enemies, killed enemies will drop [[item_dogtags|dogtags]] that anyone can pick up. Killing players awards less points. Collecting dogtags awards additional Deathmatch points. | | All players are enemies, killed enemies will drop [[item_dogtags|dogtags]] that anyone can pick up. Killing players awards less points. Collecting dogtags awards additional Deathmatch points. | ||
|- | |- | ||
| | |||
| [[CS:GO Gamemodes: Deathmatch#Team Mode|Team Deathmatch]] | | [[CS:GO Gamemodes: Deathmatch#Team Mode|Team Deathmatch]] | ||
| - | | - |
Revision as of 16:46, 18 September 2021
Here are tables of the game modes and the console commands to launch them in Template:Game name.
Loading a Map
To launch a map with a desired game mode,
- adjust the values of
game_type
,game_mode
andsv_skirmish_id
according to the tables below, - load a map by using the
map <mapname>
or changelevel <mapname> console command.
When loading a map, the game will...
- set the whitelisted ConVars (the ones listed in
csgo/bspconvar_whitelist.txt
) to their default value, - execute the .cfg files associated with the current values of
game_type
andgame_mode
(defined incsgo/gamemodes.txt
and/orcsgo/gamemodes_server.txt
), - execute the .cfg file associated with the current value of
sv_skirmish_id
(defined incsgo/scripts/items/items_game.txt
underskirmish_modes
).
If these values are not set before loading a map, the map launches in the last game mode played.
The initial values of game_type
, game_mode
and sv_skirmish_id
are 0 (Casual).

map
and changelevel
commands have an optional <gamemode>
parameter. Example: map de_dust2 deathmatch
or changelevel myCustomMap coop
. If such a gamemode
parameter is given and if it is valid, the game will adjust game_type
and game_mode
and launch the map with the associated game mode. See the map command optional parameter column in the following big table.
map <mapname> default
or map <mapname> auto
. See the big table below.
+game_type <number> +game_mode <number> +map <mapname>

alias MyMapRetake "game_type 0; game_mode 0; sv_skirmish_id 12; map MyMap"
. Best used in autoexecs which allows to quickly launch and test custom maps in the right game mode.
competitive
, as this causes them to stop.

gamemode_competitive_server.cfg
(see below) to automatically set bot_quota
and bot_quota_mode
to have bots on your local server whenever you load a map in Competitive.Game Type and Game Mode

sv_skirmish_id
is (e.g.) 0.
mp_warmup_start
.
csgo/gamemodes.txt
.Game Type | Game Mode | ||||
---|---|---|---|---|---|
0 | 1 | 2 | 3 | ||
Classic | 0 | ![]() |
![]() |
![]() |
Weapon Expert |
Gun Game | 1 | ![]() |
![]() |
![]() | |
Training | 2 | ![]() | |||
Custom | 3 | Custom | |||
Cooperative | 4 | ![]() |
![]() | ||
Skirmish | 5 | ![]() | |||
Free For All | 6 | ![]() |
About the following table:

_offline.cfg
are only executed if the server was launched via Practice with Bots from the main menu. Valve uses them to enable bots in offline competitive since bots have been disabled in competitive by default, see bot_quota.
_server.cfg
don't exist locally by default. You can create them and write commands into them that will be executed every time you locally launch the corresponding game mode.


GameTypes::GetGameTypeAndModeFromAlias
defined in gametypes.cpp
.Game Mode | type | mode | map command optional parameters |
max- players |
.cfg filenames executed, if existent | Description | |
---|---|---|---|---|---|---|---|
![]() |
Casual (default) | 0 | 0 | casual
|
20 | gamemode_casual.cfg, gamemode_casual_server.cfg |
Like Competitive but with fewer rounds, shorter freezetime per round, no friendly fire, no team collision, free armor and free defuse kit/cutters. |
![]() |
Competitive | 0 | 1 | competitive, comp
|
10 | gamemode_competitive.cfg, gamemode_competitive_offline.cfg (!) gamemode_competitive_server.cfg |
The classic game mode, usually made for 5v5. Best of 30 rounds, teams are switched at halftime, friendly fire is on. Round-ending objectives are elimination, bomb explosion, bomb defusal, hostage rescue and timeout. |
![]() |
Wingman | 0 | 2 | scrimcomp2v2
|
4 | gamemode_competitive2v2.cfg, gamemode_competitive2v2_offline.cfg (!) gamemode_competitive2v2_server.cfg |
Like Competitive, but adjusted for 2v2 and for a smaller map or a map section. Best of 16 rounds. Also, each round is shorter. |
Weapon Expert | 0 | 3 | scrimcomp5v5
|
10 | gamemode_competitive.cfg, gamemode_competitive_offline.cfg (!) op08_weapons_expert.cfg, gamemode_competitive_server.cfg |
Like Competitive but every player can buy each weapon at most once per match. The freezetime is a bit longer. | |
![]() |
Arms Race | 1 | 0 | armsrace, arms,
|
10 | gamemode_armsrace.cfg, gamemode_armsrace_server.cfg |
The game is one perpetual round where killed players respawn at the default spawns. A weapon progression (a number of guns and their order) is defined where players win by making a specified number of kills with each of these weapons. |
![]() |
Demolition | 1 | 1 | demolition, demo,
|
10 | gamemode_demolition.cfg, gamemode_demolition_server.cfg |
A mixture of Casual with Armsrace. Best of 20 rounds. Each player is given a fixed weapon for each round, depending on his individual progress. Each player can progress one gun per round by making at least one kill. |
![]() |
Deathmatch | 1 | 2 | deathmatch, dm
|
16 | gamemode_deathmatch.cfg, gamemode_deathmatch_server.cfg |
Like Armsrace but with free weapon choice and respawns across the map. Kills grant points, depending on the weapon type and if it is currently the bonus weapon. A player wins by scoring the highest after the round's time limit. |
![]() |
Training | 2 | 0 | training
|
1 | gamemode_training.cfg, gamemode_training_server.cfg |
Assigns clients to CT with no weapon. No round limit, no time limit, no freezetime, minimal HUD. Good for singleplayer maps, used on CS:GO's Training Course. |
Custom | 3 | 0 | custom
|
100 | - | Like Undefined, see below, but if sv_autoexec_mapname_cfg is not 0 (which however it its default value), the .cfg file csgo/maps/cfg/<mapname>.cfg is executed with whitelist.
| |
![]() |
Guardian | 4 | 0 | guardian, guard,
|
20 | gamemode_competitive.cfg, gamemode_cooperative.cfg, gamemode_cooperative_server.cfg |
Two human players must defend a bombsite as CT or hostages as T against rushing bots. Maps must support this mode to work as intended. |
![]() |
Co-op Strike | 4 | 1 | coop, coopstrike,
|
10 | gamemode_competitive.cfg, gamemode_coopmission.cfg, gamemode_coopmission_server.cfg |
Usually a custom mission for two human players on a custom map that is designed primarily for this mode. |
![]() |
Skirmish | 5 | 0 | skirmish
|
12 | - | Like Undefined, see below. |
![]() |
Danger Zone | 6 | 0 | survival
|
16 | gamemode_survival.cfg, gamemode_survival_server.cfg |
A Battle Royale mode for big maps where players win by being the last man (or team) standing. Maps must be designed for this mode to work as intended. |
Map default | description |
default, auto
|
depends | depends | This is not a game mode itself, rather a "redirect". The game picks game_type and game_mode from the map's default_game_type and default_game_mode values, defined in either csgo/maps/<mapname>.kv , csgo/gamemodes.txt (under maps/<mapname>/ ) or csgo/gamemodes_server.txt . If they are defined in more than one of these files, the latter of the named files overrides the former. If they are not defined in any of these, the current type and mode are kept. All official maps use this appropriately (just that competitive maps use Casual).
| ||
Undefined | the above |
- | ? | - | No .cfg file is executed, only the whitelisted ConVars are set to their default value. By default this results in game rules like Casual but with no round limit, instead with a time limit of 5 minutes for the game and map. mp_roundtime is also set to 5 minutes.
|
Skirmish Modes
If sv_skirmish_id
is set to a value that can be found in the following table, it will load an additional .cfg file associated to the ID. These .cfg files are supposed to be loaded to a specific base game mode, which is mentioned as a comment in their first lines as well as in csgo/scripts/items/items_game.txt
. Anyway, it is possible to use any base game mode.
To play one of the following game modes, type sv_skirmish_id <number>
in the console and launch a map with a base game mode, see above.
Alternatively, it is possible in-game to execute the corresponding .cfg files manually and to restart the game using exec <cfg filename>
and mp_restartgame 1
. Incidentally, one could of course write/modify such configs himself.
To return to a "pure" game mode found in the above table, set sv_skirmish_id
to a value that is not in the following table (intuitively 0), so the game will not load any additional .cfg files to a game mode.
Example:
- To launch Stab Stab Zap on
de_dust2
, entersv_skirmish_id 1
andmap de_dust2 casual
. This is equivalent tosv_skirmish_id 1; game_type 0; game_mode 0; map de_dust2
. - To launch Competitive on
de_dust2
after having played a skirmish mode, entersv_skirmish_id 0
andmap de_dust2 comp
. This is equivalent tosv_skirmish_id 0; game_type 0; game_mode 1; map de_dust2
.

csgo/cfg/
that have no associated skirmish ID. They are mentioned at the end of the following table. They probably were the modes for the skirmish IDs 2, 5 and 9.
csgo/scripts/items/items_game.txt
under skirmish_modes
.Game Mode | sv_skirmish_id | Intended Base Game Mode | .cfg filenames executed | Description | |
---|---|---|---|---|---|
Stab Stab Zap | 1 | Casual | op08_stab_stab_zap.cfg | Only knives and recharging taser. | |
![]() |
Flying Scoutsman | 3 | Casual | op08_flying_scoutsman.cfg | Only scouts and knives, low gravity, high precision. |
Trigger Discipline | 4 | Casual | op08_trigger_discipline.cfg | Gunshots that a player does not hit an enemy with damage himself down to a minimum of 1 HP. | |
Boom! Headshot! | 6 | Deathmatch | op08_headshots.cfg | Helmets are disabled and bodyshots deal no damage, causing a small spark effect instead of blood. | |
Hunter-Gatherers | 7 | Deathmatch | op08_hunter_gatherers.cfg | Team deathmatch with collecting dogtags: Killed enemies will drop dogtags that anyone can pick up. Collecting dogtags from the enemy team awards victory points. Killing enemies with the Deathmatch bonus weapon makes them drop an extra dogtag. The team with the most victory points at the end of the time limit wins. | |
Heavy Assault Suit | 8 | Casual | op08_heavy_assault_suit.cfg | Heavy armor can be purchased for $6000. ![]() buy heavyarmor while not owning a rifle. | |
![]() |
Arms Race | 10 | Arms Race | - | Equivalent to Arms Race. |
Demolition | 11 | Demolition | - | Equivalent to Demolition. | |
![]() |
Retakes | 12 | Casual | gamemode_retakecasual.cfg | Each round, 3 Terrorists spawn on a bomb site with a bomb being planted and 4 CTs spawn at fixed locations around it or on the other bomb spot. Each player can choose a loadout card at round start. ![]() |
Bloodletter | - | Arms Race | op08_bloodletter.cfg | Dealing damage heals you 100 % of the damage dealt (max 200). Players take non-lethal damage over time while they are alive. | |
Bounty Hunter | - | Deathmatch | op08_bounty_hunter.cfg | All players are enemies, killed enemies will drop dogtags that anyone can pick up. Killing players awards less points. Collecting dogtags awards additional Deathmatch points. | |
Team Deathmatch | - | Deathmatch | op08_team_deathmatch.cfg | Killing enemies is worth team victory points, killing enemies with the Deathmatch bonus weapon awards additional victory points. The team with the most victory points at the end of the time limit wins. |
Game Mode dependent Events
local nMode = ScriptGetGameMode();
local nType = ScriptGetGameType();
if (nType == 0 && nMode == 2)
{
// code executed only in Wingman
}
else
{
// code executed only in any other game mode
}
|
There are the specific VScript functions
ScriptGetGameType()
and ScriptGetGameMode()
which return the current integer value of game_type
and game_mode
.

sv_skirmish_id
.These allow VScript structures such as the one on the right. With this concept, one can manipulate gameplay depending on the current game mode, which is a really powerful tool to make other game modes such as Co-op Strike work.
