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Ready-made practice.cfg
Put the following file on your server as game/csgo/cfg/practice.cfg (via WebFTP or SFTP) and load it with exec practice:
sv_cheats 1
mp_limitteams 0
mp_autoteambalance 0
mp_maxmoney 60000
mp_startmoney 60000
mp_buytime 9999
mp_buy_anywhere 1
mp_freezetime 0
mp_roundtime 60
mp_roundtime_defuse 60
mp_respawn_immunitytime 0
sv_infinite_ammo 1
ammo_grenade_limit_total 5
sv_grenade_trajectory 1
sv_grenade_trajectory_time 10
sv_showimpacts 1
mp_warmup_end
mp_restartgame 1
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View plans & pricesWhat the most important cvars do
sv_cheats 1- unlocks the practice cvars (trajectories, impacts). Only sensible on private practice servers.sv_infinite_ammo 1- infinite ammo without reloading; you throw nades in series.sv_grenade_trajectory 1andsv_grenade_trajectory_time 10- show the flight path of thrown grenades for 10 seconds.sv_showimpacts 1- visualizes impacts (useful for one-ways and lineups).mp_maxmoney/mp_startmoney 60000+mp_buy_anywhere 1- full money, buy anywhere.mp_roundtime 60+mp_freezetime 0- a practically endless round without waiting time.
Useful binds: rethrow and noclip
For efficient lineup training, two binds in your config or console help:
bind "h" "sv_rethrow_last_grenade"
bind "n" "noclip"
sv_rethrow_last_grenade repeats the last throw exactly - ideal for refining a smoke lineup. noclip lets you fly freely through the map to check landing spots. A permanent practice server is best set up on your own CS2 server - you upload configs via WebFTP and schedule automatic restarts in the task scheduler.
Loading the config permanently
A practice.cfg that you run by hand is gone again after the next map change - CS2 loads the default configs at map start and overwrites most values. For a practice server that is ready at any time, there are two ways:
- By hand when needed:
exec practicein the console or via RCON, again after every map change. Handy if the same server is also used for normal rounds. - Permanently: take the values over into the server.cfg or call the practice.cfg from a config that is loaded at every map start. Then the server is a practice server all the time.
If you want both, it is best to run two tracks: the normal configuration as the default, and the practice values switched on by command. That way, the same server stays usable for both, without anyone accidentally playing a match with infinite ammo.
Practicing in pairs or as five
A practice server for a team works differently from one for practicing alone, and a few settings make the difference:
- Set the round time high. Nothing interrupts a lineup session more reliably than a round end in the middle of a throw. A very long round time is practically mandatory on a practice server.
- Friendly fire off. When practicing together, someone is always in the way. Without team damage, you spare yourselves the arguments.
- Use bots selectively. They get in the way for lineups but are useful for position training - see set up bots. Plan a bind for quickly adding and removing them.
For structured team practice, a mode of its own is the better choice at some point: executes for coordinated attacks, retakes for the post-plant. Alongside, the practice server remains the tool for lineups and individual drills.
When commands do not work
Two things regularly block things on a practice server:
Cheats are not activated. Commands such as noclip, sv_rethrow_last_grenade or showing grenade paths require sv_cheats 1. Without this value, the console answers every attempt with a note about missing permission. On a pure practice server, that is harmless - on a server that is also used for playing, it should be switched off again afterwards.
The client may not run the commands. Some commands only run server-side. If a bind does nothing for you, try the same command via RCON - if it responds there, it is missing in-game rights, not a typo.
Frequently asked questions
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