Game modes
MatchZy runs the server in one mode at a time. Admins switch with a chat command; the choice is remembered across map changes.
| Mode | Command | Knife | Rounds | Money | Use it for |
|---|---|---|---|---|---|
| Match | .match |
Yes | MR12 with overtime, can clinch | 800 | Competitive matches and pugs. |
| Scrim | .scrim |
No | All 24 rounds played, no overtime | 800 | Scrims where both halves should be played out. |
| Hill | .hill |
No | All 24 rounds played | 16000 | Full-buy rounds, e.g. retakes-style or aim sessions with teams. |
| Practice | .prac |
- | Endless | Unlimited, buy anywhere | Learning lineups, spawns, executes. |
| Dryrun | .dry |
No | Normal rounds with a 6 second freeze time, until stopped | 16000 | Running executes against bots or your team. |
| Sleep | .sleep |
- | - | - | Idle server with nothing loaded. |
Every mode executes its own cfg from cfg/MatchZy/ (live.cfg, scrim.cfg, hill.cfg, prac.cfg, dryrun.cfg, sleep.cfg, plus warmup.cfg and knife.cfg). Edit those files, or better a <mode>_override.cfg, to change the rules. See Files and folders.
Team sizes
Section titled “Team sizes”A match plays as competitive (5v5) unless its match config sets game_mode. MatchZy switches the server’s game_mode before the map loads and uses that mode’s live cfg:
game_mode |
Teams | Server mode | Live cfg |
|---|---|---|---|
competitive |
5v5 | game_type 0, game_mode 1 |
live.cfg |
wingman |
2v2 | game_type 0, game_mode 2 |
live_wingman.cfg |
rush |
3v3 | game_type 0, game_mode 6 |
live_rush.cfg (Valve’s rush rules: 15 rounds, no halftime, 40 second rounds) |
1v1 |
1v1 | game_type 0, game_mode 2 |
live_1v1.cfg (wingman format: MR8, 16 rounds, $8000 max money, 1:30 rounds) |
players_per_team follows the mode unless the match config sets it. A maplist with only rush maps (rush_001 and other rush_ maps, aim_rush) plays as rush without game_mode. Without a match config, the live cfg follows the server’s own game_mode (2 wingman, 6 rush), and a rush map also gets live_rush.cfg. Admins switch the server’s mode with .1v1, .wingman or .5v5 (optionally with a map); the map reloads, since game_mode only changes on a map load. A .1v1 pug runs in the wingman game mode with live_1v1.cfg. In a pug the ready count follows the mode: at most 2 ready players for 1v1, 4 for wingman and 6 for rush, so .readyrequired is not needed (a lower matchzy_minimum_ready_required still applies). .matchsetup asks for the mode, see Menus.
Mode on startup
Section titled “Mode on startup”matchzy_autostart_mode decides what a fresh map starts in:
| Value | Result |
|---|---|
0 |
Sleep, nothing loaded. |
1 |
Match warmup (default). |
2 |
Practice. |
The mode commands (.prac, .match, .scrim, .sleep, .exitprac) also set this value, so a practice server stays in practice after .map.
Loading a match (matchzy_loadmatch, matchzy_loadmatch_url, .matchsetup) during practice or a dry run ends it like .exitprac, so no practice settings carry into the match. matchzy_autostart_mode keeps its value, so a map that starts after the match is over comes up in practice again.
Match flow
Section titled “Match flow”flowchart LR
W[Warmup + ready check] -->|everyone ready| K[Knife round]
K --> S[Side choice: .stay / .switch]
S --> L[Live]
W -->|knife off| L
L -->|map over| E{Series over?}
E -->|no| W
E -->|yes| X[Series end, back to warmup]
With a match config the veto runs before warmup. Scrim and hill skip the knife round.
For a warmup with instant respawn at the team spawn, 2 seconds of spawn protection, no bomb, no friendly fire, buying all warmup and full money on every respawn, set matchzy_warmup_instant_respawn true. It is applied after warmup.cfg, so you do not have to edit your cfg. Players who join a team during the warmup spawn at once as well.