Difference between revisions of "CSGO Game Mode Commands"

From Valve Developer Community
Jump to: navigation, search
m (Linked Deathmatch.)
(Corrected Custom and Undefined description, adjusted introduction)
Line 3: Line 3:
 
{{back | Counter-Strike: Global Offensive Level Creation}}
 
{{back | Counter-Strike: Global Offensive Level Creation}}
  
Here is a table of game modes and the console commands to launch them in {{csgo}} [[Counter-Strike: Global Offensive]].
+
Here are tables of the gamemodes and the console commands to launch them in {{csgo}} [[Counter-Strike: Global Offensive]].
  
When a map is loaded with the <code>[[Map (ConCommand)|map]]</code> or <code>[[changelevel]]</code> command, the game uses the values of <code>'''game_type'''</code>, <code>'''game_mode'''</code> and <code>'''sv_skirmish_id'''</code> to determine [[cfg|.cfg]] files (representing a gamemode) that it executes. If these values are not set before loading a map, it results in the last gamemode played. The initial values of <code>game_type</code>, <code>game_mode</code> and <code>sv_skirmish_id</code> are 0 (Casual).
+
To launch a map with a desired gamemode, adjust the values of <code>'''game_type'''</code>, <code>'''game_mode'''</code> and <code>'''sv_skirmish_id'''</code> according to the tables below. '''''After that''''', load a map by using the <code>[[Map (ConCommand)|map]] <mapname></code> or <code>[[changelevel]] <mapname></code> console command.
  
To launch a map with a desired gamemode, adjust the values of <code>game_type</code>, <code>game_mode</code> and <code>sv_skirmish_id</code> according to the tables below. '''''After that''''', load a map by using the <code>[[Map (ConCommand)|map]] <mapname></code> or <code>[[changelevel]] <mapname></code> console command.
+
When a map is loaded with the <code>[[Map (ConCommand)|map]]</code> or <code>[[changelevel]]</code> command, 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,
 +
# execute the [[cfg|.cfg]] files associated with the current values of <code>game_type</code> and <code>game_mode</code>,
 +
# execute the .cfg file associated with the current values of <code>sv_skirmish_id</code>.
 +
<!--# consider the values of <code>game_type</code>, <code>game_mode</code> and <code>sv_skirmish_id</code> to determine [[cfg|.cfg]] files (representing a gamemode) that it executes on top of that, see the .cfg filename column of the second table.
 +
-->
 +
If these values are not set before loading a map, it results in the last gamemode played.
 +
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 gamemode 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 gamemode.}}
 
{{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 gamemode 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 gamemode.}}
  
{{tip | You can define [[alias]]es, for example <code>alias dust2retake "game_type 0; game_mode 0; sv_skirmish_id 12; map de_dust2"</code>. Best used in [[autoexec]]s to be able to quickly launch and test custom maps in the right gamemode.}}
+
{{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>}}
+
{{tip | You can define [[alias]]es to make frequent testing easier, for example <code>alias MyMapRetake "game_type 0; game_mode 0; sv_skirmish_id 12; map MyMap"</code>. Best used in [[autoexec]]s which allows to quickly launch and test custom maps in the right gamemode.}}
  
{{note | If you want to test your local Competitive/Wingman/Weapon Expert map with [[bot]]s, make sure to set {{ent|bot_quota_mode}} to a different value other than the new value <code>competitive</code> (e.g. <code>fill</code>), which (also) stops bots. Also adjust <code>bot_quota</code> (default: 10 for Competitive, 4 for Wingman).
+
{{Note | If you want to run a map in a Classic gamemode with [[bot]]s, make sure {{ent|bot_quota_mode}} is not set to <code>competitive</code>, as this causes them to stop.
{{Idea | A way to permanently get back the bot joining behavior before 01/07/2021 for all of the three gamemodes is copy-pasting the configs <code>gamemode_competitive_offline.cfg</code> and <code>gamemode_competitive2v2_offline.cfg</code> inside <code>csgo/cfg/</code> and renaming them from <code>[...]_offline.cfg</code> to <code>[...]_server.cfg</code>, unless you already use such a file in a different way. In this case you could copy-paste the content of <code>[...]_offline.cfg</code> to an appropriate place of your <code>[...]_server.cfg</code>.}}
+
{{Idea | You can create and use <code>gamemode_competitive_server.cfg</code> (see below) wisely to automatically have bots on your local server whenever you load a map in Competitive.}}
 
}}
 
}}
  
Line 60: Line 67:
 
|}
 
|}
  
{{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 if you locally launch the corresponding gamemode.}}
+
{{Note | The .cfg files ending with <code>_offline.cfg</code> are only executed if the server was launched via ''Practice with Bots'' from the main menu. Valve uses them to enable [[bot]]s in offline competitive since bots have been disabled in competitive by default, see {{ent|bot_quota}}.}}
 +
{{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 gamemode.}}
  
 
{| class="standard-table"
 
{| class="standard-table"
 
! Game Mode
 
! Game Mode
! game_type
+
! style="width:2.5em;" | type
! game_mode
+
! style="width:2.5em;" | mode
 
! map command optional parameter
 
! map command optional parameter
 
! .cfg filenames executed, if existent
 
! .cfg filenames executed, if existent
Line 71: Line 79:
 
|-
 
|-
 
| Casual (default)
 
| Casual (default)
| 0
+
| style="text-align:center;" | 0
| 0
+
| style="text-align:center;" | 0
 
| <code>casual</code>
 
| <code>casual</code>
 
| gamemode_casual.cfg, <br> gamemode_casual_server.cfg
 
| gamemode_casual.cfg, <br> gamemode_casual_server.cfg
Line 78: Line 86:
 
|-
 
|-
 
| Competitive / Scrimmage
 
| Competitive / Scrimmage
| 0
+
| style="text-align:center;" | 0
| 1
+
| style="text-align:center;" | 1
 
| <code>competitive</code>
 
| <code>competitive</code>
| gamemode_competitive.cfg, <br> gamemode_competitive_offline.cfg (only via ''Practice with Bots'') <br> gamemode_competitive_server.cfg
+
| gamemode_competitive.cfg, <br> gamemode_competitive_offline.cfg&nbsp;(!)<br> gamemode_competitive_server.cfg
| The classic gamemode, 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 and hostage rescue.
+
| The classic gamemode, 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.
 
|-
 
|-
 
| [[Creating_a_Wingman_Map|Wingman]]
 
| [[Creating_a_Wingman_Map|Wingman]]
| 0
+
| style="text-align:center;" | 0
| 2
+
| style="text-align:center;" | 2
 
| <code>scrimcomp2v2</code>
 
| <code>scrimcomp2v2</code>
| gamemode_competitive2v2.cfg, <br> gamemode_competitive2v2_offline.cfg (only via ''Practice with Bots'') <br> gamemode_competitive2v2_server.cfg
+
| gamemode_competitive2v2.cfg, <br> gamemode_competitive2v2_offline.cfg&nbsp;(!)<br> 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.
 
| 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
| 0
+
| style="text-align:center;" | 0
| 3
+
| style="text-align:center;" | 3
 
| <code>scrimcomp5v5</code>
 
| <code>scrimcomp5v5</code>
| gamemode_competitive.cfg, <br> gamemode_competitive_offline.cfg <br> op08_weapons_expert.cfg, <br> gamemode_competitive_server.cfg
+
| gamemode_competitive.cfg, <br> gamemode_competitive_offline.cfg&nbsp;(!)<br> op08_weapons_expert.cfg, <br> gamemode_competitive_server.cfg
 
| 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.
 
|-
 
|-
 
| [[Creating_a_Arsenal:_Arms_Race_Map|Arms Race]]
 
| [[Creating_a_Arsenal:_Arms_Race_Map|Arms Race]]
| 1
+
| style="text-align:center;" | 1
| 0
+
| style="text-align:center;" | 0
 
| <code>armsrace, gungameprogressive</code>
 
| <code>armsrace, gungameprogressive</code>
 
| gamemode_armsrace.cfg, <br> gamemode_armsrace_server.cfg
 
| gamemode_armsrace.cfg, <br> gamemode_armsrace_server.cfg
Line 106: Line 114:
 
|-
 
|-
 
| [[Creating_a_Arsenal:_Demolition_Map|Demolition]]
 
| [[Creating_a_Arsenal:_Demolition_Map|Demolition]]
| 1
+
| style="text-align:center;" | 1
| 1
+
| style="text-align:center;" | 1
 
| <code>demolition, gungametrbomb</code>
 
| <code>demolition, gungametrbomb</code>
 
| gamemode_demolition.cfg, <br> gamemode_demolition_server.cfg
 
| gamemode_demolition.cfg, <br> gamemode_demolition_server.cfg
Line 113: Line 121:
 
|-
 
|-
 
| [[CS:GO Gamemodes: Deathmatch|Deathmatch]]
 
| [[CS:GO Gamemodes: Deathmatch|Deathmatch]]
| 1
+
| style="text-align:center;" | 1
| 2
+
| style="text-align:center;" | 2
 
| <code>deathmatch</code>
 
| <code>deathmatch</code>
 
| gamemode_deathmatch.cfg, <br> gamemode_deathmatch_server.cfg
 
| gamemode_deathmatch.cfg, <br> gamemode_deathmatch_server.cfg
Line 120: Line 128:
 
|-
 
|-
 
| Training
 
| Training
| 2
+
| style="text-align:center;" | 2
| 0
+
| style="text-align:center;" | 0
 
| <code>training</code>
 
| <code>training</code>
 
| gamemode_training.cfg, <br> gamemode_training_server.cfg
 
| gamemode_training.cfg, <br> gamemode_training_server.cfg
Line 127: Line 135:
 
|-
 
|-
 
| [[CSGO_Custom_Game_Mode|Custom]]
 
| [[CSGO_Custom_Game_Mode|Custom]]
| 3
+
| style="text-align:center;" | 3
| 0
+
| style="text-align:center;" | 0
 
| <code>custom</code>
 
| <code>custom</code>
 
| -
 
| -
| No longer working. Used to load <code>csgo/cfg/<mapname>.cfg</code>. Now this mode is like Undefined, see below.
+
| 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.
 
|-
 
|-
 
| [[Creating_a_Guardian_Scenario_Map|Guardian]]
 
| [[Creating_a_Guardian_Scenario_Map|Guardian]]
| 4
+
| style="text-align:center;" | 4
| 0
+
| style="text-align:center;" | 0
 
| <code>guardian, cooperative</code>
 
| <code>guardian, cooperative</code>
 
| 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.
+
| 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.
 
|-
 
|-
 
| [[Creating_a_Co-op_Strike_Map|Co-op Strike]]
 
| [[Creating_a_Co-op_Strike_Map|Co-op Strike]]
| 4
+
| style="text-align:center;" | 4
| 1
+
| style="text-align:center;" | 1
 
| <code>coop, coopstrike, coopmission</code>
 
| <code>coop, coopstrike, coopmission</code>
 
| gamemode_competitive.cfg, <br> gamemode_coopmission.cfg, <br> gamemode_coopmission_server.cfg
 
| gamemode_competitive.cfg, <br> gamemode_coopmission.cfg, <br> gamemode_coopmission_server.cfg
| Usually a custom mission for two human players on a custom map that is designed only for this mode.
+
| Usually a custom mission for two human players on a custom map that is designed primarily for this mode.
 
|-
 
|-
 
| Skirmish
 
| Skirmish
| 5
+
| style="text-align:center;" | 5
| 0
+
| style="text-align:center;" | 0
 
| <code>skirmish</code>
 
| <code>skirmish</code>
 
| -
 
| -
Line 155: Line 163:
 
|-
 
|-
 
| [[Creating_a_Danger_Zone_Map|Danger Zone]]
 
| [[Creating_a_Danger_Zone_Map|Danger Zone]]
| 6
+
| style="text-align:center;" | 6
| 0
+
| style="text-align:center;" | 0
 
| <code>survival</code>
 
| <code>survival</code>
 
| gamemode_survival.cfg, <br> gamemode_survival_server.cfg
 
| gamemode_survival.cfg, <br> 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.
+
| 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
 
| Undefined
| colspan="2" | <center>none of the above</center>
+
| colspan="2" | <center>none of<br> the above</center>
 
| -
 
| -
 
| -
 
| -
| Like Casual but with no round limit, instead with a time limit of 5 minutes for the game and map. <code>mp_roundtime</code> is also set to 5 minutes.
+
| No .cfg file is executed, only the [[CSGO_Custom_Game_Mode#Whitelisting|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. <code>mp_roundtime</code> is also set to 5 minutes.
 
|}
 
|}
  

Revision as of 21:05, 20 April 2021


Counter-Strike: Global Offensive Level Creation


Here are tables of the gamemodes and the console commands to launch them in Counter-Strike: Global Offensive Counter-Strike: Global Offensive.

To launch a map with a desired gamemode, 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

  1. set the whitelisted ConVars (the ones listed in csgo/bspconvar_whitelist.txt) to their default value,
  2. execute the .cfg files associated with the current values of game_type and game_mode,
  3. execute the .cfg file associated with the current values of sv_skirmish_id.

If these values are not set before loading a map, it results in the last gamemode played. The initial values of game_type, game_mode and sv_skirmish_id are 0 (Casual).

Tip.png Tip:  The 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 gamemode.
Tip.png Tip:  Set Launch Options can be used, e.g: +game_type <number> +game_mode <number> +map <mapname>
Tip.png Tip:  You can define aliases to make frequent testing easier, for example 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 gamemode.
Note.png Note:  If you want to run a map in a Classic gamemode with bots, make sure bot_quota_mode is not set to competitive, as this causes them to stop.
Idea: You can create and use 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

Note.png Note:  Unless you want to load a Skirmish Mode, make sure sv_skirmish_id is (e.g.) 0.
Note.png Note:  The information of these tables can be found in csgo/gamemodes.txt.
Defined pairs of values for game_type and game_mode
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
Note.png Note:  The .cfg files ending with _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.
Tip.png Tip:  The .cfg files ending with _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 gamemode.
Game Mode type mode map command optional parameter .cfg filenames executed, if existent Description
Casual (default) 0 0 casual 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 gamemode_competitive.cfg,
gamemode_competitive_offline.cfg (!)
gamemode_competitive_server.cfg
The classic gamemode, 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 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 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 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 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 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 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 - 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 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 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 - Like Undefined, see below.
Danger Zone 6 0 survival 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
none of
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 gamemode, 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 gamemode.

To play one of the following game modes, type sv_skirmish_id <number> in the console and launch a map with a base gamemode, 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" gamemode from the above table, use a skirmish ID that is not on this table (intuitively 0), so the game will not load any additional .cfg files to a gamemode.

Example:

  • To launch Stab Stab Zap on de_dust2, enter sv_skirmish_id 1 and map de_dust2 casual. This is equivalent to the commands sv_skirmish_id 1, game_type 0, game_mode 0 and map de_dust2.
  • To launch Competitive on de_dust2 after having played a skirmish mode, enter sv_skirmish_id 0 and map de_dust2 competitive. This is equivalent to the commands sv_skirmish_id 0, game_type 0, game_mode 1 and map de_dust2.
Note.png Note:  The skirmish IDs 2, 5 and 9 are undefined. However, there are .cfg files in 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.
Note.png Note:  The information of this table can be found in csgo/scripts/items/items_game.txt.
Game Mode sv_skirmish_id Intended Base Gamemode .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. Deprecated: The item is no longer accessible in the buy menu, but can still be bought with the command 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.
Warning.png Warning:  If there is exactly one bombsite, the game crashes with a probability of 50 %.
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.


Gamemode dependent Events

There are the Counter-Strike: Global Offensive specific VScript functions ScriptGetGameType() and ScriptGetGameMode() which return the current integer value of game_type and game_mode.

Note.png Note:  This is independent of the current value of 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 gamemode
}
Idea: When making a map, you can create a VScript exclusively for that map and use this concept to make gamemode dependent changes to: the map, player spawns, gamerules and much more. For example, it is possible to make closed areas on a map, that are opened up only in some gamemodes, such as Deathmatch and Armsrace.