This game is still under active development.

Be aware that any unused content you find may become used or removed in the future. Please only add things to the article that are unlikely to ever be used, or went unused for some time. If they do get used, please remove them from the page and specify in the edit summary!



Counter-Strike: Global Offensive started out as a console port of Counter-Strike: Source with more HD Brown™ and foggy maps, but focused their efforts on its competitive matchmaking mode and the eSports scene to great effect. They actually updated de_dust in this one! The game went Free to Play on 6th December 2018.

Sub-Pages

Unused models

Hostages from another era.

Unused text

A section filled with Unused Rankings text...among other things.

Unused sounds

"Now playing as a terrorist..."

Unused Config Files

Give_all_items

Typing "exec give_all_items" in console, doesn't do anything because the command "econ_droppaintedgun" is not coded. Also, some weapons listed below are not implemented, such as "weapon_dbarrel", "weapon_c4_radio", "weapon_knife_css", "weapon_c4_customcode" , "weapon_knife_pliers" ... These weapons don't exist even in-game.

econ_droppaintedgun weapon_ak47 aq_oiled econ_droppaintedgun weapon_aug aq_oiled econ_droppaintedgun weapon_awp aq_oiled econ_droppaintedgun weapon_bayonet aq_oiled econ_droppaintedgun weapon_bizon aq_oiled econ_droppaintedgun weapon_c4 aq_oiled econ_droppaintedgun weapon_c4_customcode aq_oiled econ_droppaintedgun weapon_c4_radio aq_oiled econ_droppaintedgun weapon_dbarrel aq_oiled econ_droppaintedgun weapon_deagle aq_oiled econ_droppaintedgun weapon_decoy aq_oiled econ_droppaintedgun weapon_elite aq_oiled econ_droppaintedgun weapon_famas aq_oiled econ_droppaintedgun weapon_fiveseven aq_oiled econ_droppaintedgun weapon_flashbang aq_oiled econ_droppaintedgun weapon_g3sg1 aq_oiled econ_droppaintedgun weapon_galilar aq_oiled econ_droppaintedgun weapon_glock aq_oiled econ_droppaintedgun weapon_hegrenade aq_oiled econ_droppaintedgun weapon_hkp2000 aq_oiled econ_droppaintedgun weapon_incgrenade aq_oiled econ_droppaintedgun weapon_knife aq_oiled econ_droppaintedgun weapon_knife_css aq_oiled econ_droppaintedgun weapon_knife_flip aq_oiled econ_droppaintedgun weapon_knife_gut aq_oiled econ_droppaintedgun weapon_knife_karambit aq_oiled econ_droppaintedgun weapon_knife_pliers aq_oiled econ_droppaintedgun weapon_m249 aq_oiled econ_droppaintedgun weapon_m4a1 aq_oiled econ_droppaintedgun weapon_m4a1_silencer aq_oiled econ_droppaintedgun weapon_mac10 aq_oiled econ_droppaintedgun weapon_mag7 aq_oiled econ_droppaintedgun weapon_molotov aq_oiled econ_droppaintedgun weapon_mp7 aq_oiled econ_droppaintedgun weapon_mp9 aq_oiled econ_droppaintedgun weapon_negev aq_oiled econ_droppaintedgun weapon_nova aq_oiled econ_droppaintedgun weapon_p250 aq_oiled econ_droppaintedgun weapon_p90 aq_oiled econ_droppaintedgun weapon_revolver aq_oiled econ_droppaintedgun weapon_sawedoff aq_oiled econ_droppaintedgun weapon_scar20 aq_oiled econ_droppaintedgun weapon_sg556 aq_oiled econ_droppaintedgun weapon_smokegrenade aq_oiled econ_droppaintedgun weapon_ssg08 aq_oiled econ_droppaintedgun weapon_taser aq_oiled econ_droppaintedgun weapon_tec9 aq_oiled econ_droppaintedgun weapon_ump45 aq_oiled econ_droppaintedgun weapon_usp_silencer aq_oiled econ_droppaintedgun weapon_xm1014 aq_oiled

Half-Life 2 E3 Leftovers

The game contains files lab.cfg and start.cfg which are leftovers from the HL2 E3 demo.

lab.cfg

unbindall bind "TAB" "+showscores" bind "ENTER" "+attack" bind "ESCAPE" "cancelselect" bind "SPACE" "+jump" bind "'" "+moveup" bind "," "+moveleft" bind "." "+moveright" bind "/" "+movedown" bind "1" "slot1" bind "2" "slot2" bind "3" "slot3" bind "4" "slot4" bind "5" "slot5" bind "6" "slot6" bind "7" "ent_fire scene_1_acting_intro start" bind ";" "+mlook" bind "[" "invprev" bind "]" "invnext" bind "`" "toggleconsole" bind "a" "+moveleft" bind "c" "+movedown" bind "d" "+moveright" bind "e" "+use" bind "f" "impulse 100" bind "g" "dropprimary" bind "i" "impulse 101" bind "n" "noclip" bind "p" "snapshot" bind "q" "lastinv" bind "r" "+reload" bind "s" "+back" bind "t" "+zoom" bind "u" "messagemode2" bind "v" "+moveup" bind "w" "+forward" bind "y" "messagemode" bind "z" "+strafe" bind "UPARROW" "+forward" bind "DOWNARROW" "+back" bind "LEFTARROW" "+left" bind "RIGHTARROW" "+right" bind "ALT" "+speed" bind "CTRL" "+duck" bind "SHIFT" "+walk" bind "F5" "snapshot" bind "F6" "save quick" bind "F7" "load quick" bind "INS" "+klook" bind "PGDN" "+lookdown" bind "PGUP" "+lookup" bind "END" "centerview" bind "MWHEELDOWN" "invnext" bind "MWHEELUP" "invprev" bind "MOUSE1" "+attack" bind "MOUSE2" "+attack2" bind "PAUSE" "pause" ai_report_task_timings_on_limit "0" suitvolume "0.25" sv_aim "1" hud_quickinfo "1" muzzleflash_light "1" hud_toggle "0" phonemedelay "0" phonemefilter "0.08" flex_rules "1" hud_fastswitch "0" closecaption "0" cc_linger_time "2.0" crosshair "1" cam_command "0" cam_snapto "0" cam_idealyaw "90" cam_idealpitch "0" cam_idealdist "64" c_maxpitch "90" c_minpitch "0" c_maxyaw "135" c_minyaw "-135" c_maxdistance "200" c_mindistance "30" c_orthowidth "100" c_orthoheight "100" cl_upspeed "320" sv_maxspeed "50" lookspring "0" lookstrafe "0" joystick "0" m_pitch "0.022" m_filter "0" sensitivity "2" m_side "0.8" m_yaw "0.022" m_forward "1" sv_noclipaccelerate "5" sv_noclipspeed "2000" sv_skyname "sky_white" sv_backspeed "0.6" cl_idealpitchscale "0.8" hud_centerid "0" net_graphwidth "192" net_scale "5" net_graphpos "1" net_graphsolid "1" r_viewcubemapsize "96" voice_modenable "1" voice_forcemicrecord "1" voice_enable "1" voice_scale "1" snd_mixahead "0.1" snd_surround "0" hisound "0" volume "0.680000" sv_voiceenable "1" sv_forcepreload "0" r_eyesize "0" r_eyeshift_z "0" r_eyeshift_y "0" r_eyeshift_x "0" r_eyemove "1" r_eyegloss "1" skill "1" mp_decals "300" r_speedsquiet "0" r_anamorphic "0" mat_compressedtextures "1" mat_picmip "0" con_alpha "192" con_color "200 200 200" cl_forcepreload "0" cl_updaterate "20" cl_dlmax "128" rate "2500" bottomcolor "0" topcolor "0" model "" skin "" team "" name "unnamed" cl_timeout "305" cl_captions "0" cl_cmdbackup "2" cl_cmdrate "30" bgmvolume "1" +mlook sv_friction "1" cl_hudenable 0 bind h “ent_fire scene_1_acting_intro start”

start.cfg

cl_hudenable 0 developer 0 disp_modlimit_up 512 r_anamorphic 1 snd_surround 1 rem remember to do this in your regular config!!!! rem bind f2 "exec e3demo.cfg" cl_mouseenable 0 rem unbind these in config.cfg!!! rem unbind uparrow rem unbind downarrow rem unbind leftarrow rem unbind leftarrow rem unbind a rem unbind s rem unbind d rem unbind w startdemos e3_hl2logo

Unused Scripts

"weapon_rifle"

A weapon called "Rifle" can to be found in the scripts folder inside CSGO's one. According to the information below, the "Rifle" uses M4 animations, has 30 mag size, can be used by both teams, and costs $3100 (similar to M4A4) but spawning it on a local server with sv_cheats 1 displays "Attempted to create unknown entity type weapon_rifle! NULL Ent in GiveNamedItem!" in the console.

WeaponData { // particle muzzle flash effect to play when fired MuzzleFlashEffect_1stPerson weapon_muzzle_flash_assaultrifle MuzzleFlashEffect_3rdPerson weapon_muzzle_flash_assaultrifle HeatEffect weapon_muzzle_smoke HeatPerShot 0.35 AddonScale 0.90 AddonLocation primary_rifle // model for the shell casing to eject when we fire bullets EjectBrassEffect weapon_shell_casing_rifle // the tracer particle effect and frequency TracerEffect weapon_tracers_assrifle // 0 = never, 1 = every shot, 2 = every other, etc TracerFrequency 3 WeaponType Rifle FullAuto 1 CrosshairMinDistance 4 // 3 to 5 CrosshairDeltaDistance 3 // AK is uniquely 4 BuiltRightHanded 1 CanEquipWithShield 0 PlayerAnimationExtension m4 Team ANY MaxPlayerSpeed 220 // 215 to 225 WeaponPrice 3100 // 2000 to 3500 KillAward 300 WeaponArmorRatio 1.4 // 1.4 to 1.55 // Weapon characteristics: Penetration 2 Damage 30 // 30 to 36 Range 8192 clip_size 30 // 25 to 35 default_clip" -1 default_clip2" -1 RangeModifier 0.97 // 0.955 to 0.98 Bullets 1 CycleTime 0.09 // 0.09 to 0.1 TimeToIdle 1.5 // 1.1 to 1.9 IdleInterval 20 // M4A1 is uniquely 60 FlinchVelocityModifierLarge 0.40 FlinchVelocityModifierSmall 0.55 // Accuracy parameters: Spread 0.60 InaccuracyCrouch 4.00 // 2.8 to 7.39 InaccuracyStand 5.50 // 3.85 to 8.77 InaccuracyJump 0.640 // 0.627 to 0.852 InaccuracyLand 0.192 // 0.188 to 0.256 InaccuracyLadder 85.38 // 83.66 to 107.61 InaccuracyFire 6.83 // 6.16 to 8.78 InaccuracyMove 100.00 // 91.01 to 123.56 // Accuracy parameters for secondary fire mode ( burst or scoped ): SpreadAlt 0.60 InaccuracyCrouchAlt 3.00 // 1.98 to 4.84 InaccuracyStandAlt 5.00 // 2.65 to 7.78 InaccuracyJumpAlt 0.70 // 0.627 to 0.852 InaccuracyLandAlt 0.20 // 0.188 to 0.256 InaccuracyLadderAlt 100 // 83.66 to 113.58 InaccuracyFireAlt 5.00 // 3.35 to 6.68 InaccuracyMoveAlt 90.0 // 78.46 to 106.52 RecoveryTimeCrouch 0.34 // 0.302625 to 0.384861 RecoveryTimeStand 0.45 // 0.423676 to 0.538805 RecoilSeed 12345 RecoilAngle 0 RecoilAngleVariance 70 // Famas is uniquely 60 RecoilMagnitude 23 // 21 to 23, AK-47 is outlier at 30 RecoilMagnitudeVariance 1 // Weapon data is loaded by both the Game and Client DLLs. printname #SFUI_WPNHUD_M4A1 viewmodel models/weapons/v_rif_m4a1.mdl playermodel models/weapons/w_rif_m4a1.mdl anim_prefix anim bucket 0 bucket_position 0 primary_ammo BULLET_PLAYER_556MM // or BULLET_PLAYER_762MM secondary_ammo None weight 25 // Famas is uniquely 75 item_flags 0 rumble 4 // Famas is uniquely 3 // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 single_shot sounds) SoundData { single_shot Weapon_M4A1.Single // special1 Weapon_M4A1.Silenced // special2 Weapon_M4A1.Silencer_Off // special3 Weapon_M4A1.Silencer_On } // Weapon Sprite data is loaded by the Client DLL. TextureData { weapon { font CSweaponsSmall character W } weapon_s { font CSweapons character W } ammo { font CSTypeDeath character N } crosshair { file sprites/crosshairs x 0 y 48 width 24 height 24 } autoaim { file sprites/crosshairs x 0 y 48 width 24 height 24 } } ModelBounds { Viewmodel { Mins "-10 -2 -13" Maxs "30 10 0" } World { Mins "-8 -9 -6" Maxs "29 9 8" } } }

Notes

In addition, if cheats are enabled ( sv_cheats 1 ) on a server, typing give weapon_mp5navy , weapon_scout , weapon_usp or weapon_gail in the console will cause the game to crash.

game_sounds_weapons

In game_sounds_weapons.txt, sounds with effects also mention CS: S and an unimplemented SCAR 17.

//TMP "Weapon_TMP.Single" { "channel" "CHAN_STATIC" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_93dB" "wave" ")weapons/tmp/tmp-1.wav" "soundentry_version" "2" "operator_stacks" { "start_stack" { "import_stack" "CS_distance_weapon_start" "play_distant_version_1" { "entry_name" "Weapon_TMP.SingleDistant" } } "update_stack" { "import_stack" "CS_update_weapon" "mixer" { "mixgroup" "FirstWeapons" } "volume_distance_xfade" { "input_map_min" "0.0" "input_map_max" "1.0" } } } } "Weapon_TMP.SingleDistant" { "channel" "CHAN_STATIC" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_94dB" "wave" "weapons/tmp/tmp-1-distant.wav" "soundentry_version" "2" "operator_stacks" { "start_stack" { "import_stack" "CS_limit_start" } "update_stack" { "import_stack" "CS_update_weapon" "mixer" { "mixgroup" "DistWeapons" } } } } "Weapon_TMP.Clipout" { "channel" "CHAN_ITEM" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_65dB" "wave" "weapons/tmp/tmp_clipout.wav" } "Weapon_TMP.Clipin" { "channel" "CHAN_ITEM" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_65dB" "wave" "weapons/tmp/tmp_clipin.wav" } "Weapon_TMP.Draw" { "channel" "CHAN_STATIC" "volume" ".5" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_65dB" "wave" "weapons/tmp/tmp_draw.wav" } // "Weapon_TMP.BoltPull" // { // "channel" "CHAN_ITEM" // "volume" "1.0" // "pitch" "PITCH_NORM" // "wave" "weapons/tmp/tmp_boltpull.wav" // } "Weapon_TMP.BoltBack" { "channel" "CHAN_ITEM" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_65dB" "wave" "weapons/tmp/tmp_boltback.wav" } "Weapon_TMP.BoltForward" { "channel" "CHAN_ITEM" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_65dB" "wave" "weapons/tmp/tmp_boltforward.wav" } //MP5 "Weapon_MP5Navy.Single" { "channel" "CHAN_STATIC" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_93dB" "wave" ")weapons/mp5navy/mp5-1.wav" "soundentry_version" "2" "operator_stacks" { "start_stack" { "import_stack" "CS_distance_weapon_start" "play_distant_version_1" { "entry_name" "Weapon_MP5Navy.SingleDistant" } } "update_stack" { "import_stack" "CS_update_weapon" "mixer" { "mixgroup" "FirstWeapons" } "volume_distance_xfade" { "input_map_min" "0.0" "input_map_max" "1.0" } } } } "Weapon_MP5Navy.SingleDistant" { "channel" "CHAN_STATIC" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_94dB" "wave" "weapons/mp5navy/mp5-1-distant.wav" "soundentry_version" "2" "operator_stacks" { "start_stack" { "import_stack" "CS_limit_start" } "update_stack" { "import_stack" "CS_update_weapon" "mixer" { "mixgroup" "DistWeapons" } } } } "Weapon_MP5Navy.Clipout" { "channel" "CHAN_ITEM" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_65dB" "wave" "weapons/mp5navy/mp5_clipout.wav" } "Weapon_MP5Navy.Clipin" { "channel" "CHAN_ITEM" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_65dB" "wave" "weapons/mp5navy/mp5_clipin.wav" } "Weapon_MP5Navy.Draw" { "channel" "CHAN_STATIC" "volume" ".5" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_65dB" "wave" "weapons/mp5navy/mp5_draw.wav" } "Weapon_MP5Navy.Slideback" { "channel" "CHAN_ITEM" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_65dB" "wave" "weapons/mp5navy/mp5_slideback.wav" } "Weapon_MP5Navy.SlideForward" { "channel" "CHAN_ITEM" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_65dB" "wave" "weapons/mp5navy/mp5_slideforward.wav" } //SCAR 17 "Weapon_SCAR17.Single" { "channel" "CHAN_STATIC" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_93dB" "wave" ")weapons/scar17/scar20_unsil-1.wav" "soundentry_version" "2" "operator_stacks" { "start_stack" { "import_stack" "CS_distance_weapon_start" "play_distant_version_1" { "entry_name" "Weapon_SCAR17.SingleDistant" } } "update_stack" { "import_stack" "CS_update_weapon" "mixer" { "mixgroup" "FirstWeapons" } "volume_distance_xfade" { "input_map_min" "0.0" "input_map_max" "1.0" } } } } "Weapon_SCAR17.SingleDistant" { "channel" "CHAN_STATIC" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_94dB" "wave" "weapons/scar17/scar20_unsil-1-distant.wav" "soundentry_version" "2" "operator_stacks" { "start_stack" { "import_stack" "CS_limit_start" } "update_stack" { "import_stack" "CS_update_weapon" "mixer" { "mixgroup" "DistWeapons" } } } } "Weapon_SCAR17.Clipout" { "channel" "CHAN_ITEM" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_65dB" "wave" "weapons/scar17/scar20_clipout.wav" } "Weapon_SCAR17.Clipin" { "channel" "CHAN_ITEM" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_65dB" "wave" "weapons/scar17/scar20_clipin.wav" } "Weapon_SCAR17.ClipTouch" { "channel" "CHAN_ITEM" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_65dB" "wave" "weapons/scar17/scar20_cliptouch.wav" } "Weapon_SCAR17.Draw" { "channel" "CHAN_STATIC" "volume" ".5" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_65dB" "wave" "weapons/scar17/scar20_draw.wav" } "Weapon_SCAR17.BoltBack" { "channel" "CHAN_ITEM" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_65dB" "wave" "weapons/scar17/scar20_boltback.wav" } "Weapon_SCAR17.BoltForward" { "channel" "CHAN_ITEM" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_65dB" "wave" "weapons/scar17/scar20_boltforward.wav" } "Weapon_SCAR17.Draw" { "channel" "CHAN_STATIC" "volume" ".5" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_65dB" "wave" "weapons/scar17/scar20_draw.wav" }

Low Violence

Originally, the German version of the game found on Steam had "low violence" enabled, which turned blood into "Oil", and has animations for people laying down and putting their hands over their head once killed. It was removed recently due to Germany finally having a decent law in place relating to portraying blood in videogames, and as a result, goes unused. This feature however, can be reenabled by typing -lv in the launch options. For obvious reasons, the console-retail version (Xbox 360 and PS3) is still bloodless.

Early R8 Revolver Icon

Before the release of the R8 revolver, Valve was prototyping with its designs. One of them can be seen in an early test design found in a HUD icon.