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Commands

Commands are grouped by where they work. Type them in chat with a dot (.ready). The CounterStrikeSharp forms !ready, /ready and the console form css_ready work too. A few commands only exist in the ! form; they are written that way below. Some short aliases (for example .rdy, .knife, .libadd) only exist as dot commands.

Arguments in <angle brackets> are required, arguments in [square brackets] are optional. Command words are not case-sensitive; arguments such as team names keep the case you type.

Phase / mode What players do there Jump to
Anywhere Help, version, admin announcements, map change Anywhere
Warmup and ready check Ready up before the match Warmup
Map veto Ban and pick maps Veto
Knife round Winner chooses a side Knife round
Live match Pauses, round replays, coaching, surrender Live match
Practice mode Spawns, bots, grenades, lineups Practice mode
Dryrun Live-like rounds without a match Dryrun
Server console / RCON Loading matches, panel integration Server console
Label Who has it
Player Everyone.
Config @css/config (SourceMod flag i). Match admins.
Map/prac @css/map or @custom/prac (flag g). Can switch modes, but not control a running match.
Map @css/map only. Used by .map, .1v1, .wingman and .5v5.
Chat @css/chat (flag j).
Root @css/root, SteamIDs in MatchZy’s admins.json, or the server console.

@css/root, SteamIDs in MatchZy’s admins.json and matchzy_everyone_is_admin true pass every check. CounterStrikeSharp command_overrides are honored.


Command Who What it does
.help Player Lists the commands that make sense in the current phase (practice, warmup, live…). Also !matchhelp and !matchzyhelp.
.mhelp Any admin Chat: the admin commands you can run, grouped by category. Console: the full list with a check mark per command and the permission you are missing.
.version Player Shows the CS2 build and MatchZy version. Also !matchzy_version and !mikzy_version.
.admin [message] Player Only with matchzy_admin_call_enabled true. Writes to the match’s admin ticket. Every player in the match sees the message and the admins’ answers, so both teams see what was agreed (for example a round restore). Write as often as needed (one message per matchzy_admin_call_cooldown seconds). Also .calladmin.
.report [message] Player A private ticket: only you and the admins see it. The line is not shown in chat. For reporting the other team.
matchzy_admin_reply <thread_id|call_id|steamid64> <message> Admin, RCON Answers a ticket: everyone in the match sees the answer to the match ticket, only the reporter sees the answer to a report.
matchzy_admin_close <thread_id|call_id|steamid64> [message] Admin, RCON Closes a ticket, with an optional last message. The next .admin opens a new one.
matchzy_test_event Config, RCON Sends a test_event to the remote log URL(s), to check that a panel can be reached.
!color <0-4> Player Picks your teammate color on the radar and scoreboard (0 blue, 1 green, 2 yellow, 3 orange, 4 purple).
.asay <message> Chat Sends an announcement to all chat with the admin prefix. .asay always works.
.map <map> Map Changes map before a match has started. Accepts mirage, de_mirage, a workshop id, ws/<id> or ws:<name>.
.1v1 [map], .wingman [map], .5v5 [map] Map Switches the server to 1v1, wingman (2v2) or competitive (5v5) before a match has started and reloads the map, or changes to the map given. Also .2v2, .competitive and css_1v1 / css_wingman / css_5v5.
.rmap Root Reloads the current map.

The !asay form can be turned off with matchzy_asay_console_enabled when another admin plugin owns it.

These start a mode from warmup or from another mode, and are refused once a match has started. .match, .scrim, .prac and .sleep also remember the mode across map changes (matchzy_autostart_mode).

Command Who What it does
.match Map/prac Match mode: warmup and ready check, then knife round, then the live match.
.scrim .playout .po Map/prac Scrim mode: no knife round and every round is played (no early win). Teams are named after a player on each side.
.hill Map/prac Hill mode: like a match without the knife round, using hill.cfg.
.prac .tactics .training Map/prac Practice mode. See Practice mode.
.exitprac .noprac .exittraining Map/prac Leaves practice and goes back to match warmup.
.dryrun [0-60] .dry Map/prac Plays normal rounds with $16,000 and a 6-second freeze time. For a different freeze time, add the seconds, from 0 to 60: .dryrun 15 gives 15 seconds. Type .rr to restart the round, or .rr 15 to restart with 15 seconds. See Dryrun.
.warmup Config Goes back to warmup (not once a match has started, and not while matchzy_warmup_enabled is off).
.sleep Map/prac Idle mode for an empty server.

Need the optional CS2MenuManager plugin. Without it these reply with a notice and nothing else changes.

Command Who What it does
.ma .matchadmin Config Opens the admin menu (navigate with W S, select with E): set up a match, force start, knife toggle, restart round, stop match, pause and unpause, switch modes.
.matchsetup Config Opens a wizard that builds a match (teams, series length, maps, veto) and loads it. See Admin menus.
.help list the commands for the current phase
.asay Match starts in 5 minutes
.map de_mirage change to Mirage
.map anubis "de_" is added when the bare name is not a map
.map 3070284539 load a workshop map by id
.map ws:aim_botz change to a map in the server's workshop collection
!color 2 yellow teammate color
.scrim switch to scrim mode

Before a match goes live, players ready up. How many must be ready is explained in the Ready system guide.

Command Who What it does
.ready .r .rdy .gaben Player Marks you ready. Pinging (middle mouse) also toggles ready. While a live match is paused, .r votes to unpause instead.
.unready .ur .notready .nr .urdy Player Takes back your ready.
.readycheck .rc .rcheck Player Shows how many players are ready and how many are still missing. In a loaded match, per team: players on the side and ready players against what the team needs, the registered players who are missing (still connecting, on Spectator or not on the server) by name, and who on the side has not typed .ready. Also works from the server console / RCON.
.forceready Player Readies your whole team at once. Loaded match configs only.
.addreadytime <seconds> Config Gives the teams more time before the ready-up time limit (matchzy_forfeit_ready_timeout) runs out. Never above the full limit.
.start .force .forcestart Config Starts the match now, skipping the ready check. Not in practice or dryrun.
.readyrequired [n] .teamsize [n] Config Sets how many ready players are needed (0 to 32). 0 = everyone connected. Without a number it shows the current value.
.knife .rk .kr .kniferound Config Turns the knife round on or off for this match. Also !roundknife. From the server or panel console: css_knife toggles it (also css_rk, css_kr, css_kniferound, css_roundknife).
.friendlyfire .ffire .ff Config Turns friendly fire on or off for the coming match, scrim or hill, before it starts. Kept for every map of the series. .ffire on, .ffire off or .ffire nades sets the mode; with nades only HE and molotov/incendiary damage teammates. In practice mode .ff is fast-forward instead.
.team1 <name> .ctname <name> Config Sets the name of the team currently on CT.
.team2 <name> .tname <name> Config Sets the name of the team currently on T.
.whitelist Config Turns the whitelist on or off (whitelist.cfg). Also !wl.
.globalnades Config Turns shared lineups on or off: while on, new .savenade lineups are saved for everyone instead of per player.
.settings .configs .config Config Shows the current knife, match mode and scrim settings. Also !options.
.warmupbots [count] Map/prac Adds bots to shoot at while you wait (default 4, 1 to 10). They leave by themselves when the knife round or the match starts. Run again to remove them.
.coach [t|ct] Player Become coach. See Coaching.

.forceready also needs matchzy_allow_force_ready on and enough players on your team: at most matchzy_forceready_max_missing (default 1) short of players_per_team, and at least min_players_to_ready. It is how a team starts without a registered player who did not show up: with 4 of 5 registered players in, .ready alone keeps waiting, .forceready starts as 4. A team registered with only 4 players does not need it; .ready is enough.

.addreadytime only works in a loaded match that has a ready-up time limit, and the time left can never go above the full limit.

.ready mark yourself ready
.rc "4/10 ready, waiting for 6"
.addreadytime 120 two more minutes to ready up
.teamsize 5 5 ready players needed
.team1 Astralis name the CT team
.tname Team Vitality name the T team (spaces are fine)
.warmupbots 6 six aim bots for warmup

Runs after a match config with "skip_veto": false is loaded. MatchZy picks one veto captain per team, and the chat tells each team when it is their turn. Only that captain’s commands count.

Command Who What it does
.ban <map> Captain on turn Removes a map from the pool.
.pick <map> Captain on turn Picks a map to play.
.ct / .t Captain on turn Chooses the starting side on a map the other team picked.
.skipveto .sv Config Skips the veto and plays the maps in the listed order. Not once the match has started.
.ban de_vertigo
.pick de_inferno
.ct start on CT on the map the other team picked
Command Who What it does
.stay Knife winners Keep your current side and go live.
.switch .swap Knife winners Swap sides and go live.
.ct / .t Knife winners Pick a side by name (stays or swaps as needed).

Command Who What it does
.pause .p Player Pauses the match in the next freeze time (also in the knife round). Unpausing needs both teams.
.unpause .up Player Your team’s vote to unpause. The game resumes when both teams have voted. A pause called by an admin can only be lifted by an admin. .r also works during a pause.
.tech Player Technical pause for connection or hardware trouble. Each team gets matchzy_max_tech_pauses_allowed per map.
.tac Player Tactical timeout from your team’s timeout budget. The chat shows how many your team has left.
.stop Player Vote to replay the current round from its start. A player from each team must type it within 30 seconds.
!gg Player Surrender vote. Your team must be 6 or more rounds behind and all but one of its players must vote (all of them in a team of 2 or fewer). Single-map matches only.
  • .pause: refused while matchzy_allow_pause is off. If matchzy_use_pause_command_for_tactical_pause is on, it calls a tactical timeout instead.
  • .tech: matchzy_max_tech_pauses_allowed 0 means no tech pauses, or unlimited with matchzy_tech_pause_mode 1. By default each tech pause ends on its own after matchzy_tech_pause_duration seconds. With matchzy_tech_pause_mode 1 it never ends by itself, but after that time either team can unpause alone.
  • .stop: needs matchzy_stop_command_available. With matchzy_stop_command_no_damage, it is refused once someone has damaged an opponent.
Command Who What it does
.coach [t|ct] Player Become your own team’s coach. Works in warmup and freeze time, not in a live round or in practice mode.
.uncoach .play Coach Go back to playing. A player listed only as a coach in the match config cannot.
  • .coach: without a side it uses the team you are on; with a side it must be your own. The coach watches from a spot behind the team during freeze time and is killed right before the round starts, so they spectate the round. With a coaches list in the match config, only listed SteamIDs can coach that team.

More in Coaching.

Command Who What it does
.forcepause .fp Config Admin pause. Only an admin can lift it.
.forceunpause .fup Config Lifts any pause at once.
.restore <round> Config Restores the match to the start of that round (score, money, equipment). Use the R number .backups shows.
.restorelast .rl Config Restores the previous round.
.restorecurrent .rrestore .rr Config Restarts the current round from its start. Also !restartround. (In practice, .rr restarts the practice round instead; in a dryrun it restarts the dryrun round, .rr 15 with a 15 second freeze time.)
.backups .backup .backupmenu Config Lists up to 10 backups of this match, latest round first, with score and the !restore command for each.
!loadbackup <file> Config Restores a backup file by name (from csgo/MatchZyDataBackup). Rebuilds the match from the file, including a map change if needed. Takes the .json name, the .txt name of mp_backup_restore_load_file, a name without extension, latest or a round number.
.recover [round|file] Config Brings back an interrupted match (crash, restart, reload): without an argument the newest backup of that match, otherwise a round number or a file.
.listbackups [matchid] Config Lists every backup of a match. Without a match id it uses the current match.
.restart .abort Config Resets the match back to warmup. Not in practice or dryrun.
.stopmatch .endmatch .end .matchstop .forcestop .endgame .stopgame .endscrim .exitscrim Config Stops the match and resets it. Works in setup, veto, warmup, knife and live. The match gets an end time and no winner in the database.
.forceend Config Cancels the match (like get5_endmatch). From the console, get5_endmatch team1 / team2 ends the series with that team as winner.
.matchgg .surrender Config Ends a live match as a surrender.
.autopause Root Turns autopause (pause when a team is short) on or off.
!autopause_minplayers <1-5> Root Players a team needs before autopause kicks in.
!autopause_delay <0-30> Root Seconds to wait before resuming once both teams are full again.
!autopause_status / !autopause_check Root Shows the autopause settings / runs the check once now.

The .restore number is the count of rounds already played when the backup was taken.

.backups outside a live match lists the 5 newest backup files on disk with a !loadbackup hint, handy after a server crash.

.pause pause in the next freeze time
.tech technical pause
.unpause your team's unpause vote
.stop both teams type it to replay the round
.coach coach the team you are on
.coach ct same, while you are on CT
.restore 12 back to the round played after 12 rounds (R12 in .backups)
.rl back to the start of the previous round
.backups list backups with their !restore command
!loadbackup matchzy_27_1_round05.json
.listbackups 27 every backup of match 27
!autopause_minplayers 4

Everything here works only in practice mode (.prac). No admin rights needed unless noted.

Command What it does
.ct / .t / .spec Switches your team. You respawn on the new side and it does not count as a death.
.fas .watchme .observeme Moves every other player to spectator so they can watch you. Map/prac admins only.
.spawn <n> .sp <n> Teleports you to your team’s competitive spawn number N. .ctspawn <n> (.cts) / .tspawn <n> (.ts) pick the side.
.bestspawn / .worstspawn Teleports you to the spawn nearest to / furthest from where you stand. Side variants: .bestctspawn, .besttspawn, .worstctspawn, .worsttspawn.
.showspawns / .hidespawns Draws a numbered box on the floor at every competitive spawn. Aim at one and press E to teleport to it.
.savepos [name] / .loadpos [name] Saves your position and view, and teleports you back. Without a name it uses one default slot; with a name you get up to 32 slots. Names keep letters, digits, _ and -.
.listpos / .delpos <name> Lists / deletes your named positions.
.slp / .tlp / .dlp Saves / teleports to / deletes your saved location (the same slot as .savepos / .loadpos without a name). After a death you respawn at this location.
Command What it does
.bot Spawns a bot on the other team at your position, looking where you look. .tbot / .ctbot choose the team.
.crouchbot .cbot Same, crouched. .tcrouchbot / .ctcrouchbot choose the team. Also !duckbot.
.boost / .crouchboost .cboost Spawns a bot and puts you on its head, for boost spots. Also !duckboost.
.nobot .nb .removebot .kickbot .unbot Removes the bot nearest to you.
.dismiss Removes the bot at your aim.
.dismissall Removes all practice bots (same as .clearbots).
.kevlar Toggles kevlar (no helmet) on the bot at your aim. Kept when the bot respawns.
.armor Toggles kevlar + helmet on the bot at your aim. Kept when the bot respawns.
.botgun <weapon> Gives the bot at your aim a weapon (ak47, awp, m4a1s, deagle, …), replacing its gun in that slot. Kept when the bot respawns.
.runboost Puts you on the bot at your aim; the bot then runs with your W/A/S/D (Shift walks). Jump off to boost. Ends with .runboost again or when you land somewhere else; the bot goes back to its spot.
.rec .record Records your movement and grenade throws (up to 60 s). You are frozen for a 3 second countdown first. Stop with .rec again, .stoprecord, a double right click or Shift+E.
.stoprecord Stops your .rec, .stratrec or .stratslot recording. A double right click or Shift+E does the same while you record.
.replay .play [t|ct] [loop] A bot walks your last recorded path and throws the same grenades. .replay stop ends it.
.saverec <name> / .loadrec <name> / .listrec / .delrec <name> / .showrec Keep recorded paths per map; .showrec draws your path, only for you.
.stratrec Records a strategy: every living player on your team is a role. Everyone is frozen for a 3 second countdown, then all are recorded from the same moment (up to 120 s). Run again (or .stoprecord) to stop.
.strat [name] [me <role>] Plays the last recorded (or a saved) strategy: one bot per role, all start together after a 3 second countdown. me 2 lets you play role 2 yourself. .strat stop ends it and removes the bots.
.savestrat <name> / .liststrat / .delstrat <name> Keep strategies per map (strats/<map>.json).
.createstrat <name> Creates an empty strategy for your team, to fill one slot at a time.
.stratslot <name> <1-5> Records one slot of the strategy alone: bots play its other recorded slots at the same time, after the same 3 second countdown, so you time your part against them. Recording a slot again replaces it.
.playgroup <name> Same as .strat <name>.
.strats Menu: pick a strategy, start or stop its replay, record, replay or clear each slot, delete it.

| .nobots .nbots .nbs .nbts .kbots .kickbots .clearbots .removebots | Removes all practice bots. | | .savebotpos <name> .sbp <name> | Saves where you stand (and if you crouch) as a named bot spot for this map. | | .loadbotpos [name] .lbp [name] | Spawns a bot at a saved spot (the closest matching name). Without a name it spawns every saved spot on the map, so a whole setup comes back in one command. | | .listbotpos .listbp | Lists the saved bot spots on this map. | | .delbotpos <name> .dbp <name> | Deletes a saved bot spot. | | .showbotpos .showbp | Shows markers for saved bot spots. | | .botjiggle | Bots strafe left and right, for peek and aim practice. Run again to stop. Width: matchzy_botjiggle_range. | | .botjigglerange <units> | Sets the .botjiggle width (1-200) without editing the cfg. | | .botjigglerandom | Only a random half of the bots jiggle; the rest stand still. A new pick on every .startround. | | .kicklastbot | Removes the bot that was added last. | | .botshoot | Bots shoot back: they stay on their spot, turn to the nearest enemy they can see and fire after the reaction time. Smokes block their view. Bots lose their grenades while this is on. Run again to stop. | | .botreactiontime <0-1000> | Milliseconds between a bot seeing you and firing. Default 500. | | .botrespawn | Turns bot respawning off / on (on by default). With it off, a dead bot stays dead until .startround or .botrespawn. | | .botlifereg | Bots heal back to 100 HP. Off by default. | | .botspawn <name> | Adds the spot where you stand (side, view direction, crouch) to a named bot spawn pool for this map. Run it on several spots with the same name. | | .placebot <number> <name> | Removes the current bots and places that many bots on random, different spots of the pool. | | .placenewbot <number> <name> | Same, but keeps the bots you already have. | | .listbotspawn / .delbotspawn <name> | Lists / deletes the bot spawn pools on this map. | | .showbotspawn | Green boxes on every saved pool spot. Stand in a box and press E to delete that spot. Run again to hide. | | .startround | A fresh round for retake and execute reps: clears thrown utility, respawns the dead, puts every player on a different random spawn of their side, puts the bots back on their spot with full health, then a 5 second freeze with a countdown. |

Every grenade you throw is recorded (position, view, how it was thrown). History entries are numbered from 1 (oldest).

Command What it does
.last Teleports you to where you threw your last grenade, with that grenade in hand.
.back [n] Steps back through your history: the first .back goes to your newest grenade, each further .back one older. .back 3 jumps to entry 3.
.rethrow .rt .throw Throws your last grenade again from the same spot, without you moving.
.grt .globalrethrow Rethrows the last grenade of every player at once, to see a full team execute. Map/prac admins only.
.throwsmoke / .throwflash / .thrownade / .throwmolotov / .throwdecoy Rethrows your last grenade of that type.
.throwindex <n...> .throwidx Throws one or more history entries by number.
.lastindex Shows the number of your last grenade in the history.
.delay <seconds> Adds a delay to your last grenade when rethrown (for timing executes with .grt). .delay 0 clears it.
.wipe .clearnades Clears your throw history.
.timer Stopwatch: type once to start, again to stop.

The per-type rethrow commands also work as .rethrowsmoke, .rethrowflash, .rethrownade (.throwgrenade, .rethrowgrenade), .rethrowmolotov and .rethrowdecoy.

Command What it does
.savenade <name> [throw] [comment] .sn Saves your current lineup, with an optional throw style and comment. Up to 500 per player.
.loadnade <name> .ln Teleports you to a saved lineup with the grenade in hand. The closest matching name is used. .ln #3 loads by the number from .listnades.
.listnades [filter] .lin Numbered list of your lineups and the shared ones on this map. With a filter, only names that contain it.
.delnade <name> [name2...] .dn .deletenade Deletes lineups on this map. Several at once, or all for every lineup you have on this map.
.importnade <name> <x> <y> <z> <pitch> <yaw> <roll> Imports a lineup from a position and view (for example copied from getpos). Also !in.
.mynades How many lineups you have saved.
.nades Menu to browse lineups by grenade type and load one (needs CS2MenuManager).
.shownades [filter] / .hidenades Colored markers with labels at every lineup on the map, plus a glowing grenade model you can see through walls. Aim at one and press E to load it. A filter limits what you see: smoke, flash, he, molly, decoy, mine, global, or text from the name or description (.shownades jungle). .shownades all shows everything again.
.liblist Lists the shared lineup library for this map.
.libadd <name> / .libremove <name> Config admins: add one of your lineups on this map to the shared library, or remove one.
  • .savenade: the throw style (normal, jump/jt, run, walk, crouch/duck) is shown on the marker; anything after it is a comment.
  • .shownades: press F (or .nadetoggle) to cycle lineups that share a spot. Bind it with bind g "css_shownades".
Command What it does
.cleanup .clear Removes all utility on the map: smokes, fires and flying grenades. Also clears blood and bullet holes for everyone.
.autoclear Each new detonation removes the older utility, so you only see the latest result.
.landmarker .lm Marks the spot where each grenade detonated.
.arc .traceline Draws the flight path of thrown grenades in the world.
.traj .pip .cam .nadecam .previewnade .nadepreview Picture-in-picture camera that follows your grenade.
.impacts Turns bullet impact markers off / on for you. On by default.
.noflash .noblind Flashbangs do not blind you.
.flashtest .ft Prints how long you were blinded each time you get flashed.
.blind Throws a flashbang at your face, for pop-flash reaction practice.
.god You take no damage. Type again to turn it off.
.expire Smokes and molotovs do not run out: a smoke is renewed on the spot before it fades, fires burn on (for fires started after turning it on). Type again to turn it off.
.smoketimer Spawn smoke timer, on by default: after a spawn teleport (E on a spawn marker, .spawn, .ctspawn, .tspawn) a clock starts on your first move, jump or shot, and each smoke you throw reports when it was thrown and when it popped (with flight time) after that start. Type it to turn it off or on for you.
.coloredsmokes Turns colored smokes (teammate color) on or off; same as matchzy_smoke_color_enabled.
.xray Every player and bot glows through walls (T orange, CT blue). For everyone on the server. Type again to turn it off.
.liferegon Turns your own health regeneration off / on. On by default, so you cannot die; turn it off to practice against .botshoot bots.
.allliferegon <true|false> Health regeneration for every player, also players who join later.
.solid Toggles whether teammates block each other.
.ff .fastforward Speeds up time for 10 seconds (wait out smokes and fires). Players are frozen meanwhile. Outside practice .ff toggles friendly fire instead (see .friendlyfire).
.break Breaks all breakable glass, doors and props.
.breakrestore .nobreak .repair Restores everything .break destroyed.
.rs .rr Restarts the practice round for everyone. Map/prac admins only.
.spawn 3 your team's spawn 3
.ctspawn 1 CT spawn 1
.savepos ramp save this spot as "ramp"
.loadpos ramp back to "ramp"
.ctbot CT bot where you stand
.savebotpos apps_close save a bot spot
.lbp spawn every saved bot spot on this map
.back to your newest grenade; again for the one before
.back 3 to history entry 3
.throwindex 2 4 5 throw entries 2, 4 and 5 together
.delay 1.5 your last grenade waits 1.5 s on rethrow
.savenade ctsmoke jump from T spawn, aim at the antenna
.ln ctsmoke load it with the smoke in hand
.ln #3 load lineup 3 from .listnades
.listnades mid only lineups with "mid" in the name
.delnade ctsmoke window delete two lineups
.importnade xbox -301.5 -1340.2 -160.0 -31.6 98.9 0.0
.libadd ctsmoke share it in the library (Config admins)

A dryrun plays normal rounds with $16,000 and a 6-second freeze time (buy time and round timer as in a match) without a match, for running executes with your team or bots. It keeps going until an admin ends it.

Command Who What it does
.dryrun .dry Map/prac Starts a dryrun, or restarts it with a clean scoreboard. Not once a match has started.
.exitdry .exitdryrun .stopdry .enddry Map/prac Ends the dryrun and goes back to match warmup.

For admins tuning where coaches stand on a map.

Command Who What it does
.showcoachspawns Config Shows the coach spot for both sides (blue CT, orange T).
.savecoachspawn [t|ct] Config Saves your position and view as this map’s coach spot. Without a side it uses the team you are on.
.listcoachspawns / .clearcoachspawns Config Lists / removes the saved coach spots for this map.
.coachtest Map/prac Places you like a coach on your side right now. Run again to release.
.savecoachspawn ct save the CT coach spot where you stand
.showcoachspawns check both spots
.coachtest try the spot as a coach would see it

Run from the server console, RCON or a panel. Players cannot use these.

Command What it does
matchzy_loadmatch <file> Loads a match config file (path relative to csgo/). Refused while another match is loaded.
matchzy_loadmatch_url <url> [header] [value] Loads a match config from a URL, optionally with one HTTP header (sent only when both header name and value are given). Alias get5_loadmatch_url.
matchzy_validate_match <file|url> [header] [value] Checks a match config without loading it (also while a match runs): whether it would load, the teams, team size, maps and ready-up it gives, and the load warnings. A file answers at once (also over RCON); a URL answers after the download, in the console and the log.
matchzy_addplayer <steamid64> <team1|team2|spec> "<name>" Adds a player to the loaded match. Not during halftime. Alias get5_addplayer.
matchzy_removeplayer <steamid64> Removes a player from the loaded match. Not during halftime. Alias get5_removeplayer.
matchzy_add_ready_time <seconds> Same as .addreadytime. Alias get5_add_ready_time.
matchzy_loadbackup <file> Restores a round backup (.json or .txt name, latest, or a round number). Aliases get5_loadbackup, css_loadbackup.
matchzy_recover [round|file] Restores the interrupted match: its newest backup, or the given round or file. Alias css_recover.
matchzy_listbackups [matchid] Lists backups. Aliases get5_listbackups, css_listbackups.
get5_endmatch [team1|team2] Cancels the match, or ends the series with the given team as winner (Get5 behavior). Same as css_forceend.
get5_status / get5_web_available Status replies for Get5 panels.
matchzy_version Version info. Aliases mikzy_version, css_matchzy_version, css_mikzy_version, css_version.

Most chat admin commands also work from the console in their css_ form (for example css_forcepause, css_restore 12, css_start), and the console passes every permission check.

matchzy_loadmatch cfg/MatchZy/match.json
matchzy_loadmatch_url "https://panel.example/match.json"
matchzy_loadmatch_url "https://panel.example/match.json" "Authorization" "Bearer <token>"
matchzy_addplayer 76561198000000001 team1 "PlayerOne"
matchzy_removeplayer 76561198000000001
matchzy_add_ready_time 300
matchzy_loadbackup matchzy_27_1_round05.json
get5_endmatch team2 end the series with team2 as winner
css_asay Server restarts after this map

Settings that can be set from the console are in Configuration.