Arms Race
Arms Race (internally: gungameprogressive
) is a game mode in Template:Game name.
A map can be launched in this game mode by invoking the console commands game_type 1; game_mode 0; map <mapname>
, or shorter: map <mapname> gg
. See CS:GO Game Mode Commands for details and tips.
On official servers, Arms Race is played as a skirmish game mode, meaning that additionally, sv_skirmish_id 10 is set, too. This has the side effect that the game mode icon seen in the loading screen has a shield and that the map voting process at the end of the game also "offers" a different war game.
Game Mode Description
Officially, this game mode plays as follows:
- The game is a single extended round with instant respawn.
- Players start with an SMG, and progress to different weapons as they get kills. The progression of unlocked weapons ends with the golden knife.
- Killing a player with the knife steals a progression from a player: The killer progresses, the killed loses a progression (assuming he is not at the first weapon).
- The leading player of a team is highlighted to other players and killing him grants an instant progression.
- The first player to get a kill with the golden knife wins the match.
Map Requirements
The only required entities for a map to work in Arms Race are spawn points for each team.
Spawn points
Arms Race uses the normal info_player_(counter)terrorist as well as the info_armsrace_(counter)terrorist entities as player spawns. The spawn priorities of all of these are ignored in Arms Race, so a terrorist will always spawn at a randomly chosen spawnpoint from all existing info_player_terrorists and info_armsrace_terrorists.[confirm]


Disabling default spawns using VScript
TYPE <- ScriptGetGameType()
MODE <- ScriptGetGameMode()
if (TYPE == 1 && MODE == 0) // Arms Race uses game_type == 1 and game_mode == 0
{
EntFire("info_player_terrorist", "SetDisabled", "", 0)
EntFire("info_player_counterterrorist", "SetDisabled", "", 0)
}
else
{
EntFire("info_player_terrorist", "SetEnabled", "", 0)
EntFire("info_player_counterterrorist", "SetEnabled", "", 0)
}
|
If you want to use the info_armsrace_terrorist and info_armsrace_counterterrorist spawns exclusively, the other must be disabled. One way to disable all info_player_counterterrorist and info_player_terrorist spawns only for Arms Race is writing a VScript such as the one on the right.
Give this text file a name and save it with the .nut
extension, for example mapname.nut
and put it either directly into csgo/scripts/vscripts/
or in a (new) subdirectory from there. Place a logic_script in your level and add the previous script to its Entity Scripts. Check the console when running the map to see if something goes wrong. When publishing the map, this script must also be packed (see e.g. VIDE).
Weapon Progressions
ConVar | Default Value | Description |
---|---|---|
mp_ggprogressive_use_random_weapons
|
1 | If set to 1, the game generates a random weapon progression, consisting of 3 SMGs, 4 rifles, 2 shotguns, 2 sniper rifles, 1 machine gun, 4 pistols and the Golden Knife.
If set to 0, the game uses a progression defined in |
mp_ggprogressive_random_weapon_kills_needed
|
2 | If mp_ggprogressive_use_random_weapons is set to 1, this determines the number of kills that a player must make with a weapon to progress to the next (except for the Golden Knife, which requires one kill).
|
To define a custom weapon progression, it is suggested to define it in the file csgo/gamemodes_server.txt
, set mp_ggprogressive_use_random_weapons
to 0 and launch a map in this game mode, see above.
The file csgo/gamemodes_server.txt
could look like this:
"GameModes_Server.txt" { "gameTypes" { // ... "gungame" { "gameModes" { "gungameprogressive" { // ... "weaponprogression_ct" { "ak47" { "kills" "3" } "awp" { "kills" "3" } "knifegg" { "kills" "1" } } "weaponprogression_t" { "ak47" { "kills" "3" } "awp" { "kills" "3" } "knifegg" { "kills" "1" } } } // ... } } // ... } // ... }

// ...
should indicate that there can be much more in it.