CS:GO Game Mode Commands
Here are tables of the game modes and the console commands to launch them in Counter-Strike: Global Offensive.
To launch a map with a desired game mode, adjust the values of game_type
, game_mode
and sv_skirmish_id
according to the tables below. After that, load a map by using the map <mapname>
or changelevel <mapname> console command.
When a map is loaded with the map
or changelevel command, 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
, - execute the .cfg file associated with the current value of
sv_skirmish_id
.
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.
+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) wisely to automatically 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 | Casual | Competitive | Wingman | Weapon Expert |
Gun Game | 1 | Armsrace | Demolition | Deathmatch | |
Training | 2 | Training | |||
Custom | 3 | Custom | |||
Cooperative | 4 | Guardian | Co-op Strike | ||
Skirmish | 5 | Skirmish | |||
Free For All | 6 | Danger Zone |

_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.
Game Mode | type | mode | map command optional parameter |
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 / Scrimmage | 0 | 1 | competitive
|
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, gungameprogressive
|
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, gungametrbomb
|
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
|
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, cooperative
|
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, coopmission
|
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. |
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 restarting 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 to the commandssv_skirmish_id 1
,game_type 0
,game_mode 0
andmap de_dust2
. - To launch Competitive on
de_dust2
after having played a skirmish mode, entersv_skirmish_id 0
andmap de_dust2 competitive
. This is equivalent to the commandssv_skirmish_id 0
,game_type 0
,game_mode 1
andmap de_dust2
.

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
.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
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 following.
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
}
