CS:GO Gamemodes: Deathmatch

From Valve Developer Community
(Redirected from Mp dm bonusweapon dogtags)
Jump to: navigation, search
Counter-Strike: Global Offensive Level Creation
Csgo icon deathmatch.png

Deathmatch is a game mode in Counter-Strike: Global Offensive Counter-Strike: Global Offensive .

This page is supposed to name technical details as well as useful commands and ConVars available for manipulation for this game mode.

A map is launched in this game mode by invoking game_type 1, game_mode 2 and map <mapname>, or all in one command: map <mapname> dm.

To play the Deathmatch variants Team vs Team or Free For All, you must also set sv_game_mode_flags to 4 or 32, respectively.

Game Mode Description

On official servers, this game mode is played as follows:

  • The game is one perpetual round of 10 minutes where killed players respawn at deathmatch spawn points.
  • Players make a sound when spawning and are invulnerable for some seconds during which they can buy any primary weapon, any secondary weapon and/or the Zeus x27. The immunity also ends after moving or +attacking.
  • Kills grant points, depending on the weapon type and if it is currently the bonus weapon.
  • Players killing three enemies in a row are given a weapon_healthshot.
  • A player wins by scoring the highest when the game ends.

Map Requirements

Actually, none. In maps with no adjustments for Deathmatch, the game generates info_deathmatch_spawns across the map.

This is OK, but it might yield bad or unfair results. Disable randomly generated deathmatch spawns with an info_map_parameters entity and manually place info_deathmatch_spawn entites across the map to get full control of deathmatch spawn points and to avoid the downsides that randomly generated spawn points have:

  • They have the angles (0,0,0), which can feel unnatural or even annoying for some of them.
  • They might be outside the playable area.
  • They might be too far away from key points of the map.
  • They might be unfair: predictable, "campable", overpowered, ...
Tip.png Tip:  When using random spawns, func_block_dm_spawns can be used to define volumes where deathmatch spawns should not be generated.
Placementtip.gif Placement Tip: Place spawn points so that the player needn't walk an unnecessarily long way to get to relevant places of action. Try not to overdo placing spawns in dead ends as other players can hear someone spawning there and camp for them, which can result in a frustrating experience. For example, a deathmatch spawn point in the depths of T or CT spawn of de_nuke can surely be placed at a better location.
Placementtip.gif Placement Tip: Spawn entities should be placed 16 units off the ground to avoid spawning players being stuck inside the floor. Remember that the player in Counter-Strike: Global Offensive has a width and length of 32 units, whereas Hammer shows a smaller width and length.

Deathmatch Spawn Points

A player's spawn coordinate is chosen with the following priorities. If a priority cannot be met, the next is used. If there is an info_map_parameters entity with the keyvalue usenormalspawnsfordm 1, then the right column is used, otherwise the left.

Spawn location choosing priorities in Deathmatch
Default "Use Normal Spawns in Deathmatch"
  1. The origin of any enabled info_deathmatch_spawn that is not blocked by another player.
  2. The origin of any enabled info_player_terrorist or info_player_counterterrorist (matching the player's team) that is not blocked by another player.
  3. The origin of any info_deathmatch_spawn.
  4. (0,0,0) (worldspawn).
  1. The origin of any enabled info_player_terrorist or info_player_counterterrorist (matching the player's team) that is not blocked by another player.
  2. The origin of any info_player_terrorist or info_player_counterterrorist (matching the player's team).
  3. (0,0,0) (worldspawn).
Warning.png Warning:  The game generates info_deathmatch_spawn entities across the map automatically, except there is an info_map_parameters entity with the keyvalue disableautogenerateddmspawns 1.
Note.png Note:  If there are more players than spawn points, it is possible that players spawn inside each other or at disabled spawn points, especially at round start. A standard map should have between 16 and 32 spawn points.

Game Mode Settings

The Deathmatch Values refer to csgo/cfg/gamemode_deathmatch.cfg.

Round Settings

ConVar Deathmatch Value Description
mp_dm_kill_base_score 10 Number of base points to award for a kill in deathmatch. Cheaper weapons award 1 or 2 additional points. The knife awards 10 additional points.
mp_timelimit 10 The time in minutes until the map is changed. If this time is up, the current round is the last. At its end, all players are stopped.
mp_fraglimit 0 If > 0: The number of kills at which the map ends if one team reaches it, no matter the game mode. When reached, all players are stopped.
mp_roundtime 10 The length of a round in minutes.
Note.png Note:  If this value is less than mp_timelimit, the round restarts like in Competitive and there is no proper deathmatch game ending.
mp_match_end_restart 0 At the end of the match, perform a restart instead of loading a new map.
mp_match_restart_delay Not set.
Default: 25
The time in seconds that the end screen of the game is shown.


Every player has their own default equipment that they are given post spawn, along with the knife in their loadout or weapon_knife or weapon_knife_t. If the player buys something, their entire (!) previous default equipment is replaced with what they are buying right now.

Note.png Note:  The ConVars mp_t_default_secondary and mp_ct_default_secondary are considered if a player's default equipment does not contain a pistol. All similar ConVars such as mp_t_default_melee and mp_ct_default_melee are not considered.

See weapon_healthshot for ConVars giving players a Medi-Shot.

Command Description
cl_dm_buyrandomweapons Players with this set to 1 will automatically receive a random primary and secondary weapon on spawn in deathmatch.
dm_togglerandomweapons Turns random weapons in deathmatch on/off and plays a sound.

Bonus Weapon

There are bonus weapon periods. Active bonus weapon periods are visible as a HUD element on the left on all players' screens. It shows the current period's bonus weapon, remaining time and the amount of bonus points awarded to players making kills with the bonus weapon. There are sounds for the start and end of weapon bonus periods.

ConVar Deathmatch Value Description
mp_dm_bonus_length_max 30 Maximum time in seconds that the bonus time will last.
mp_dm_bonus_length_min 30 Minimum time in seconds that the bonus time will last.
mp_dm_bonus_percent 50 Percent of the mp_dm_kill_base_score additionally awarded when someone gets a kill with the bonus weapon during the bonus period.
mp_dm_bonus_respawn 0 Determines whether players getting the bonus weapon in deathmatch are respawned with it or just given it directly.
mp_dm_time_between_bonus_max 40 Maximum time in seconds that a bonus time will start after the round start or after the last bonus weapon period.
mp_dm_time_between_bonus_min 30 Minimum time in seconds that a bonus time will start after the round start or after the last bonus weapon period.


See also: item_dogtags.

Dogtags are not enabled by default. They are used in the Hunter-Gatherers and Bounty Hunter skirmish game mode.

  • If mp_dm_dogtag_score is greater than 0, killed enemies will drop dogtags that certain players can pick up.
  • Collecting dogtags awards extra points.
  • Killing enemies with the bonus weapon makes them drop extra dogtags.
ConVar Default Value Description
mp_dm_dogtag_score 0 Points to award players for picking up a dogtag in deathmatch.
mp_dm_bonusweapon_dogtags 0 Additional dogtags to drop when making a kill with the bonus weapon.
mp_dogtag_pickup_rule 0 Who is eligible to pick up a dogtag:
  • 0: killer only,
  • 1: killer's team,
  • 2: victim's team,
  • 3: killer and victim's team,
  • 4: any.
mp_dogtag_despawn_time 120 The time in seconds that dogtags stay before despawning automatically. 0: infinite.
mp_dogtag_despawn_on_killer_death 1 Determines whether dogtags should despawn when their killer dies.

Team Mode

The team mode is not enabled by default. It is used in the Team vs Team Deathmatch variant (using sv_game_mode_flags), but also in the skirmish game modes Hunter-Gatherers and (unused) Team Deathmatch.

  • Killing enemies is worth team victory points.
  • Killing enemies with the Deathmatch bonus weapon awards additional victory points.
  • The first team to hit the mp_fraglimit with their victory points wins (or the team with the most victory points at the end of the mp_timelimit).
ConVar Default Value Description
mp_dm_teammode 0 In deathmatch, enables team DM visuals and scoring. (0: personal, 1: team mode, 2: To do)
mp_dm_teammode_kill_score 1 Team deathmatch victory points to award for killing an enemy.
mp_dm_teammode_bonus_score 1 Team deathmatch victory points to award for kills with bonus weapons.
mp_dm_teammode_dogtag_score 0 Team deathmatch victory points to award for collecting enemy dogtags.


ConVar Deathmatch Value Description
mp_bot_ai_bt "scripts/ai/deathmatch/bt_default.kv3" Uses the specified behavior tree file to drive the bot behavior.
mp_buy_during_immunity 0 When set, players can buy when immune, ignoring buytime. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists.
mp_respawn_immunitytime 10 How many seconds after respawn immunity lasts. Set to negative value to disable immunity.
mp_solid_teammates 0 How solid are teammates: 0 = transparent; 1 = fully solid; 2 = can stand on top.
mp_teammates_are_enemies 0 Determines whether teammates are considered enemies, however not making them solid. With this set to 1, the game plays more like free for all.
sv_disable_immunity_alpha 0 If set, clients won't slam the player model render settings each frame for immunity [mod authors use this].
sv_infinite_ammo 2 If set to 1, each player has infinite primary and reserve ammo, meaning they can shoot forever without reloading. If set to 2, each player has infinite reserve ammo, meaning they will have to reload.