CS2 Cvars List
Complete Counter-Strike 2 cvars (convars) list with descriptions, flags, defaults, and detail pages.
| Cvar | Flags | Description | Default |
|---|---|---|---|
| mp_dm_time_between_bonus_max 40.0 | gamedll clientdll replicated release | Maximum time a bonus time will start after the round start or after the last bonus (in seconds)Flags and default
| 40.0 |
| mp_dm_bonus_length_min 30.0 | gamedll clientdll replicated release | Minimum time the bonus time will last (in seconds)Flags and default
| 30.0 |
| mp_dm_bonus_length_max 30.0 | gamedll clientdll replicated release | Maximum time the bonus time will last (in seconds)Flags and default
| 30.0 |
| mp_dm_healthshot_killcount 3 | gamedll clientdll replicated release | Grant healthshots in deathmatch after n killsFlags and default
| 3 |
| mp_dm_kill_base_score 10 | gamedll clientdll replicated release commandline_enforced | Number of base points to award for a kill in deathmatch. Cheaper weapons award 1 or 2 additional points.Flags and default
| 10 |
| mp_dm_bonus_percent 50 | gamedll clientdll replicated release commandline_enforced | Percent of points additionally awarded when someone gets a kill with the bonus weapon during the bonus period.Flags and default
| 50 |
| spec_replay_round_delay 0.0 | gamedll release | Round can be delayed by this much due to someone watching a replay; must be at least 3-4 seconds, otherwise the last replay will always be interrupted by round start, assuming normal pause between round_end and round_start events (7 seconds) and freezecam delay (2 seconds) and 7.4 second full replay (5.4 second pre-death and ~2 seconds post-death) and replay in/out switching (up to a second)Flags and default
| 0.0 |
| mp_footsteps_serverside true | gamedll release | Makes the server always play footstep sounds. Clients never calculate footstep sounds locally, instead relying on the server.Flags and default
| true |
| sv_reliableavatardata false | gamedll clientdll replicated release | Use server overrides for steam avatarsFlags and default
| false |
| sv_warmup_to_freezetime_delay 4 | gamedll clientdll replicated release commandline_enforced | Delay between end of warmup and start of match.Flags and default
| 4 |
| sv_disable_teamselect_menu false | gamedll clientdll replicated release commandline_enforced | Disable teamselect menu on clientsFlags and default
| false |
| sv_human_autojoin_team 0 | gamedll clientdll replicated release commandline_enforced | Force human players on to a team. 0 to disable.Flags and default
| 0 |
| sv_server_graphic1 | gamedll clientdll replicated release | A 360x60 (<16kb) image file in /csgo/ that will be displayed to spectators.Flags and default
| |
| sv_server_graphic2 | gamedll clientdll replicated release | A 220x45 (<16kb) image file in /csgo/ that will be displayed to spectators.Flags and default
| |
| sv_disable_observer_interpolation false | gamedll clientdll replicated release | Disallow interpolating between observer targets on this server.Flags and default
| false |
| sv_invites_only_mainmenu false | gamedll clientdll replicated release | If turned on, will ignore all invites when user is playing a matchFlags and default
| false |
| sv_teamid_overhead_always_prohibit false | gamedll clientdll notify replicated release | Determines whether cl_teamid_overhead_always is prohibited.Flags and default
| false |
| sv_versus_screen_scene_id 0 | gamedll release commandline_enforced | Determines which scene is used for the versus screen.Flags and default
| 0 |
| sv_disconnected_players_cleanup_delay 0 | gamedll release commandline_enforced | Delay between player disconnecting and their corpse getting cleaned up.Flags and default
| 0 |
| sv_log_roundstats true | gamedll release | Flags and default
| true |
| sv_flashed_amount_for_blind_kill 0.7 | gamedll release | Minimum flashed alpha value for a player to be awarded a blind kill on the kill feed.Flags and default
| 0.7 |
| sv_autoexec_mapname_cfg false | gamedll release | Execute a mapname cfg file on the server automatically in custom game modes that require it.Flags and default
| false |
| sv_show_team_equipment_prohibit false | gamedll clientdll notify replicated release | Determines whether +cl_show_team_equipment is prohibited.Flags and default
| false |
| sv_show_team_equipment_force_on false | gamedll clientdll replicated release commandline_enforced | Force on if not prohibitedFlags and default
| false |
| sv_teamid_overhead_maxdist_spec 0 | gamedll clientdll replicated release commandline_enforced | If >0, server will override cl_teamid_overhead_maxdist_specFlags and default
| 0 |
| sv_teamid_overhead_maxdist 0 | gamedll clientdll replicated release commandline_enforced | If >0, server will override cl_teamid_overhead_maxdistFlags and default
| 0 |
| sv_teamid_overhead true | gamedll clientdll notify replicated release | Shows teamID over player's heads. 0 = off, 1 = onFlags and default
| true |
| sv_disable_radar 0 | gamedll clientdll replicated release commandline_enforced | 0: regular radar; 1: always disabled; 2: disabled in warmupFlags and default
| 0 |
| sv_hide_roundtime_until_seconds 0 | gamedll clientdll replicated release | Flags and default
| 0 |
| sv_outofammo_indicator false | gamedll clientdll replicated release commandline_enforced | Flags and default
| false |
| sv_falldamage_to_below_player_ratio 0.0 | gamedll clientdll replicated release commandline_enforced | Landing on a another player's head gives them this ratio of the damage.Flags and default
| 0.0 |
| sv_falldamage_to_below_player_multiplier 1.0 | gamedll clientdll replicated release commandline_enforced | Scale damage when distributed across two playersFlags and default
| 1.0 |
| sv_chat_proximity -1.0 | gamedll clientdll replicated release | Flags and default
| -1.0 |
| sv_voice_proximity -1.0 | gamedll clientdll replicated release | Flags and default
| -1.0 |
| sv_highlight_duration 3.5 | gamedll clientdll replicated release | Flags and default
| 3.5 |
| sv_highlight_distance 500.0 | gamedll clientdll replicated release | Flags and default
| 500.0 |
| sv_fade_player_visibility_farz false | gamedll clientdll replicated release | Flags and default
| false |
| mp_consecutive_loss_max 4 | gamedll clientdll replicated release commandline_enforced | Flags and default
| 4 |
| mp_starting_losses 0 | gamedll clientdll replicated release commandline_enforced | Determines what the initial loss streak is.Flags and default
| 0 |
| mp_consecutive_loss_aversion 1 | gamedll clientdll replicated release | How loss streak is affected with round win: 0 = win fully resets loss bonus, 1 = first win steps down loss bonus, 2 = first win holds loss bonus and step down starting with second winFlags and default
| 1 |
| sv_kick_players_with_cooldown 1 | gamedll replicated release | (0: do not kick on insecure servers; 1: kick players with Untrusted status or convicted by Overwatch; 2: kick players with any cooldown)Flags and default
| 1 |
| sv_matchend_drops_enabled true | gamedll release | Rewards gameplay time is always accumulated for players, but drops at the end of the match can be preventedFlags and default
| true |
| sv_buy_status_override -1 | gamedll replicated release commandline_enforced | Override for buy status map info. 0 = everyone can buy, 1 = ct only, 2 = t only 3 = nobodyFlags and default
| -1 |
| sv_auto_adjust_bot_difficulty true | gamedll release commandline_enforced | Adjust the difficulty of bots each round based on contribution score.Flags and default
| true |
| sv_bots_get_easier_each_win 0 | gamedll release commandline_enforced | If > 0, some # of bots will lower thier difficulty each time they win. The argument defines how many will lower their difficulty each time.Flags and default
| 0 |
| tv_delaymapchange true | gamedll release | Delays map change until broadcast is completeFlags and default
| true |
| sv_game_mode_flags 0 | gamedll release | Dedicated server game mode flags to runFlags and default
| 0 |
| nextmap_print_enabled false | gamedll release | When enabled prints next map to clientsFlags and default
| false |
| sv_skirmish_id 0 | gamedll clientdll replicated release | Dedicated server skirmish id to runFlags and default
| 0 |
| ff_damage_decoy_explosion false | gamedll clientdll replicated release | Enables or disables team damage from decoy detonationFlags and default
| false |