Mirage callouts in CS2: 53 names, and the twelve that carry a round
- By Bartlomiej Paluch
- 19 hours ago
Mirage has 53 named positions. You need about twelve of them to play the map, and the rest you will pick up by hearing them. What no callout map teaches is the part that actually decides whether a call helps: the order you say things in.
The twelve that matter first
Learn these and you can play the map without ever saying “over there, near the yellow thing”.
| Area | Callouts worth knowing immediately |
|---|---|
| A site | Palace, Ramp, Triple, Default, Palm, Ticket |
| Middle | Mid, Connector, Catwalk, Window |
| B site | Apartments, Market |
Two of those deserve immediate comment. Palace is the raised room above A, and it is where attacking pressure and lurks come from. Apartments is the corridor onto B and the place attackers die in most often, which is why the call needs to be instant.
The order that makes a call usable
This is the part missing from every map image, and it matters more than knowing all 53 names.
A useful call has three pieces in a fixed order: how many, where, what they are doing.
- How many. “One”, “two”. This decides whether anyone should move.
- Where. The callout, nothing else.
- What. One word: pushing, holding, falling back.
“Two Palace, pushing” takes under two seconds and contains everything. “There’s someone up in that room above the site, I think maybe two of them” takes five seconds and arrives after the round decided itself.
Why mid decides rounds
Mirage is three lanes and the middle one connects to both bombsites. Whoever holds it can rotate faster than the other team, and that advantage compounds every round.
Practically, this means information from mid is worth more than information from either site. Knowing an attacker crossed into Connector changes what four people do. Knowing someone is standing on a site changes what one person does.
It also means the Window position is the most contested single spot on the map. Control of it decides who can cross safely, which decides who takes mid, which decides the round.
What each of the twelve actually refers to
A list of names is useless without knowing what they point at, so here is the short version for the ones above.
Palace is the raised room overlooking A, reached from the attacking side. Ramp is the other approach to the same site, at ground level. Triple is the stack of three boxes in the plant area, and Default is the spot beside it where the bomb usually goes down.
Palm and Ticket are the defending positions on A, near the stairs and the booth respectively. The first is a common sniper perch, and that explains why it gets called so often.
Mid is the central lane, Window the elevated position overlooking it, Connector the passage from mid toward A, and Catwalk the one toward B.
Apartments is the corridor onto B, and Market the building beside the site that defenders rotate through.
The names everyone gets wrong
Three pairs cause most of the confusion, and confusing them sends teammates the wrong way entirely.
Connector and Catwalk. Both lead out of mid, in opposite directions. Getting this wrong is the single most expensive callout mistake on this map.
Short and Cat. Different players use these for the same route, so expect both and do not correct anyone mid round.
Palace and Balcony. The same raised area, two names, depending on who taught the player.
The rule for all of them: if a teammate uses a name you do not recognise, ask once after the round, not during it. Clarifying names in the middle of a fight costs more than the misunderstanding.
Learning them properly
- Open the map alone on a local server, with no bots and no timer.
- Walk the attacking route, saying each name aloud as you pass it.
- Walk it again from the defending side. The same places look completely different, and that is where mistakes come from.
- Do it three times. After the third pass they stop needing recall.
An empty server with the timer disabled takes one command to set up, and the file that does it is over in our short guide to the CS2 practice server config.
If you want to see where opponents typically stand while you learn the geography, the skeleton display makes it obvious, and we covered it in the CS2 wallhack command for practice.
Callouts and the rest of your setup
Communication is one of three things that decide whether information reaches your team, and the other two are not about vocabulary at all.
Audio. If you cannot hear footsteps clearly, you have nothing to call. Sound settings matter more than any list of names.
A microphone people can understand. A perfect callout through a distorted microphone is noise, and teammates stop listening within two rounds.
Keys you can reach. If push to talk sits somewhere awkward, you will skip calls under pressure without noticing. That is a bind problem, and the same principle applies as with the jump bind we covered in the CS2 bhop bind: put the action where your hand already is.
Calling as a solo player
Most people queue alone, and calls work differently there than in a practised team.
Not everyone knows the names. If two rounds pass with no reaction to a callout, drop to plain description: “middle, going towards B”. The goal is a reaction, not correctness.
Nobody is going to rotate on your word. Calls in solo queue mostly stop a teammate walking into the place you just died in. That is still worth saying.
The most valuable call is the one after your own death. You know how many there were and where they stood, and your team still has a round to play. Say it immediately, before commenting on anything else.
When silence is better
The voice channel has limited bandwidth, and three moments are worth staying quiet through.
While someone is defusing. They need the audio, not your commentary.
When one teammate is left alive. They are making the decisions and every voice is a distraction. The exception is the time remaining and the last known position, once.
Immediately after a lost round. Analysis can wait until the buy.
Where the names came from
None of this was designed. The callouts grew out of how players described the map to each other, and they stuck because they were short and unambiguous.
That explains their apparent randomness. Palace is named for the building, Triple for three boxes, Ticket for a booth. Nobody planned a naming system, it accumulated.
It also explains why they survived the visual overhaul in CS2. The names describe shapes and positions rather than textures, so new lighting and new models changed nothing about them.
Calling what you did not see
The most useful information in a round is often the absence of something, and almost nobody says it out loud.
“Nobody mid” tells four teammates that an entire lane is empty, which is a bigger piece of information than one enemy spotted on a site. It means the attack is elsewhere and the rotation can happen now rather than after someone dies.
The same applies to utility. “No smoke yet” and “they used flashes early” both shape the next thirty seconds, and both are things you know without seeing an opponent.
Adding this one habit changes a player from someone who reports kills to someone whose team knows what is happening, and it costs nothing but the words.
After Mirage
A good share of these names transfer. Site, mid, short, long and connector appear on most maps in the pool, so the second map is mostly about learning what is unique to it.
Inferno and Dust2 are the sensible next steps, both because they appear often and because their naming is equally settled.
And the habit matters more than the vocabulary. A player who says “one Apartments” every time beats a player who knows all 53 names and stays quiet, which is worth remembering while you learn the list.
Frequently asked questions about Mirage callouts
How many callouts does Mirage have?
Around 53 named positions, though roughly twelve cover ordinary play.
Which ones should I learn first?
Palace, Ramp, Triple, Default, Palm and Ticket on A, Mid, Connector, Catwalk and Window in the middle, Apartments and Market on B.
What is the correct order for a callout?
How many, where, what they are doing. Anything else arrives too late to matter.
Did the names change in CS2?
No. The map was visually rebuilt but the callouts describe positions, so they carried over unchanged.
What is Apartments?
The corridor attackers use to reach B, and the most common place for them to die on the way in.
Why is mid so important on Mirage?
Because it connects to both bombsites, so controlling it means rotating faster than the opposing team.
What if a teammate uses a name I do not know?
Ask after the round. Correcting names during a fight costs more than the confusion does.
Last updated: September 2026
CS2 bhop bind: why the scroll wheel beats the spacebar by one tick
- By Bartlomiej Paluch
- 2 days ago
Every CS2 bhop bind guide gives you the same line to paste. Far fewer explain why it works, and that explanation is the whole point: bunny hopping needs a jump input on the exact tick you land, and a scroll wheel gives you several attempts at that tick while a spacebar gives you one.
The tick that decides everything
When you land, there is a very short window in which jumping again preserves your speed. Miss it and the game takes the speed away, which is why a failed bhop feels like hitting glue.
A key press is one input. You either hit the window or you do not.
A scroll wheel notch sends a jump command, and rolling the wheel sends several in rapid succession. You are not becoming more precise, you are buying more attempts, and one of them lands inside the window.
That is the entire mechanical advantage. Nothing about the scroll wheel is inherently better, it simply spams the input in a way a finger cannot.
The bind itself
Three lines, and you can use any subset of them.
bind mwheeldown +jumpfor the downward direction,bind mwheelup +jumpfor the upward one,bind space +jumpto keep the normal key as well.
Most players bind one scroll direction plus the spacebar. Binding both directions gives more inputs per motion, and it has a cost worth knowing about.
Why binding both directions can hurt
This is the part missing from most guides. With both directions bound to jump, your wheel no longer switches weapons, and that matters more than it sounds.
Weapon switching on the wheel is the default for a reason: it is faster than the number keys under pressure. Give it up and you have traded a reliable everyday action for a movement trick you use occasionally.
The compromise most players settle on is one direction for jumping, the other left alone or bound to something else. You lose a fraction of the input spam and keep a usable mouse.
What a tick is, in practical terms
Since the whole subject rests on it, the concept deserves one plain paragraph.
The server updates the game state many times a second, and each of those updates is a tick. Your inputs are not read continuously, they are read at those moments. Everything you do is rounded to the nearest one.
That is why the timing window here feels unfairly small. You are not trying to press a key at the right instant, you are trying to have the key already pressed when the next update happens.
A scroll wheel wins because a single roll produces inputs across several consecutive updates. A finger produces one input and hopes it lands on the right update.
It also explains why the trick feels different depending on where you play. A server updating more often has tighter windows and a different feel, and that explains why movement on community servers rarely matches movement in official matches.
Where bhop actually works
| Where | How well it works |
|---|---|
| official matchmaking and Premier | limited, chains are cut short by design |
| community bhop servers | fully, that is what they are for |
| your own local server | fully, and with settings you control |
| single jumps in a real match | works everywhere, and this is the real use |
The last row is the honest reason to set this up. Long bhop chains are a community server activity. What the bind gives you in an ordinary match is a reliable single jump, which matters far more often: jumping while peeking, crossing a gap, hopping over a box mid duel.
How to practise it
- Open a local server and set movement to whatever you find comfortable to learn on.
- Scroll and hold a strafe direction, moving the mouse the same way as the strafe.
- Alternate the strafe on each landing, keeping the mouse movement matched to it.
- Watch your speed rather than the screen. If it drops, you missed the window.
- Practise on flat ground first. Slopes flatter you and teach nothing.
The setup for a server you can experiment on is in our walkthrough of the CS2 practice server config, and the switch that unlocks the movement related commands is explained in what sv_cheats 1 does in CS2.
Strafing is the harder half
The jump input is the part people obsess over and the easier of the two skills. Keeping speed is about the strafing.
Each hop needs the strafe key and the mouse movement pointing the same way, switching direction on every landing. Get that wrong and the perfect jump timing gains you nothing.
Which is why the bind alone does not make anyone good at movement. It removes the timing problem so you can work on the part that actually takes practice.
Mouse hardware matters more than expected
Not all wheels behave the same, and it changes how well this works.
A wheel with pronounced notches sends a clean input per step, which is what you want here. A free spinning wheel, or one with very light detents, produces a less predictable stream, and some people find it gives too many inputs to control.
There is no correct answer, but there is a useful test. Roll the wheel one notch in a menu and see whether it moves one step or several. If it overshoots, expect the same behaviour in game.
Worth knowing before you conclude that you cannot bhop. Occasionally the problem is genuinely the mouse rather than the player.
What the bind does not do
- It is not a script. One notch, one jump command, exactly like a key.
- It is not bannable. This is standard key binding, available in the settings menu.
- It does not give speed. It helps you keep what you already had.
- It does not work around server limits. Where chains are cut, they stay cut.
The second point is worth stating plainly because the word bhop attracts nervous questions. Binding jump to the wheel is a control preference, no different from binding crouch to a side button.
Making it permanent
Put the bind lines in your config file rather than typing them each session. That way they survive updates and reinstalls, and you always know exactly what your mouse is doing.
If the console will not open to enter them, that is its own common problem and we covered the causes in our walkthrough of the CS2 console not opening.
Keep the file short. A config you understand is worth more than a long one inherited from someone else, particularly for bindings, where a forgotten line explains a lot of confusing behaviour.
Other jumps the bind improves
Bunny hopping gets the attention, and three ordinary movements benefit more often.
Jump peeking. Hopping into an angle to gather information and dropping back. Timing here is tight and forgiving of extra inputs, which is exactly what the wheel provides.
Jump throws. Releasing a grenade at the top of a jump. The game has a built in bind for the precise version, and the wheel still helps with the improvised ones.
Crossing gaps and boxes. Small elevation changes where a missed jump means a lost duel rather than lost speed.
None of those are tricks. They are ordinary parts of a round, and they happen far more often than a long movement chain.
Is it worth changing
If you play regularly, yes, and the reason is the ordinary single jump rather than the movement trick.
Give it a week before deciding. The first few sessions feel wrong, because the wheel was doing something else and your hand knows it. After that it becomes invisible, which is the point at which it starts helping.
And if you decide against it, unbinding takes one line. Nothing here is permanent.
If you decide to keep the spacebar only
Plenty of strong players never touch this bind, and their reasoning is sound: one deliberate input is easier to control than a burst of them.
If that describes you, the thing worth practising instead is the landing rather than the jump. Most lost speed comes from pressing early, before the character has actually touched the ground, and that is a habit you can unlearn without changing any settings.
Frequently asked questions about the CS2 bhop bind
What is the CS2 bhop bind?
Binding jump to a scroll wheel direction, so rolling the wheel sends several jump inputs in quick succession.
Why is the scroll wheel better than the spacebar?
Because bunny hopping needs a jump on the first tick after landing. The wheel gives several attempts at that tick, a key gives one.
Should I bind both scroll directions?
Only if you are happy to lose weapon switching on the wheel. Most players bind one direction and keep the other.
Is the bind bannable?
No. It is ordinary key binding, not a script or external software.
Does bhop work in matchmaking?
Long chains are limited on official servers. Single jumps work everywhere, and that is the main benefit.
Why do I still lose speed?
Usually strafing rather than timing. The strafe key and mouse movement have to match and alternate on each landing.
Do I keep the spacebar bound?
Yes, most people do. Having both costs nothing and the key is more reliable for deliberate single jumps.
Last updated: September 2026
sv_cheats 1 in CS2: 1404 commands behind one switch
- By Bartlomiej Paluch
- 3 days ago
Running sv_cheats 1 in CS2 flips one switch and unlocks 1404 separate commands and settings that are otherwise inert. That number is not an estimate. It is what the game’s own command list contains, and it explains why every practice guide starts with this line.
What the switch actually is
It is a server variable, not a client setting. That distinction is the source of every misunderstanding around it.
Because it lives on the server, only whoever controls the server can change it. On your own local game that is you. On someone else’s, it is not, and no amount of typing will change the answer.
Everything gated behind it carries a cheat flag in the game files. When the flag is set and cheats are off, the command exists but refuses to run.
What 1404 entries actually contains
| Category | Examples |
|---|---|
| movement | flying through geometry, teleporting |
| survivability | invulnerability, and a mode that stops health reaching zero |
| equipment | giving yourself weapons, unlimited ammunition |
| visual feedback | bullet impacts, grenade trajectories, skeletons through walls |
| bots | placing, freezing and removing them |
| debug and development | the large majority, and of no use to a player |
The last row is the honest part. Most of those fourteen hundred entries are development tools, and perhaps twenty of them matter for practice.
The claim about god mode that is not true
Several English guides state that CS2 replaced the invulnerability command with a different one. The game files say otherwise: both exist, as separate entries, with the second having its own variant for bots.
They behave differently, which is presumably where the confusion started. One makes you invulnerable outright. The other prevents your health reaching zero, so you still take damage and still get pushed around by it.
For practice the second is usually more useful, because you keep the feedback of being hit without dying, which matters when you are learning to hold an angle under fire.
Where the number comes from
Since 1404 is a specific claim, here is how it was counted rather than asked of a search engine.
The game ships with a dump of every console command and variable, each listed with its flags. Filtering that list for the cheat flag gives 440 commands and 964 variables. Added together, that is the set which the switch controls.
Two things follow. First, the majority are variables rather than commands, meaning settings you change rather than actions you trigger. Second, the count moves with updates, so treat it as a snapshot rather than a constant.
The reason to do this at all is that guides tend to describe the switch vaguely, as unlocking “cheat commands”, which tells you nothing about the scale. Fourteen hundred entries explains why practice configs differ so wildly from one another.
Where it works and where it never will
- Your own local server. Full control.
- A private lobby you host. Same, as long as you are the host.
- Community servers. Only if the operator allows it.
- Official matchmaking and Premier. Never.
- Third party platforms. Never.
This is enforced by the server rather than your machine, which is why there is no configuration file, launch option or setting that changes it. Anything claiming otherwise is describing external software, not a console command.
Can you be banned for using it
No, and the reasoning is worth understanding rather than just accepting.
These commands ship with the game, they are gated behind a setting the developer created, and they are unavailable everywhere that matters competitively. Using them on your own server modifies nothing and touches no game files.
The anti cheat system looks for software that alters or reads the game from outside. A console command is neither of those things.
Where people get into trouble is with programs that promise the same effects in real matches. Those are not commands and have nothing in common with what is described here beyond the marketing.
Why the switch exists at all
It is easy to read this as a feature for players, and it was not built as one.
These commands are development tools. They exist so the people making the game can fly through a map, spawn equipment, freeze the simulation and inspect what the engine is doing. The cheat flag is what keeps them out of matches.
Players inherited them, and a small subset turned out to be excellent for training. That is why the useful ones look so scattered: nobody designed a practice toolkit, we are borrowing from a debug menu.
It also explains the naming. Commands that look inconsistent or oddly specific make sense once you remember they were written for whoever was testing that system, not for you.
The commands worth knowing
Out of everything the switch unlocks, this handful covers almost all practical use.
Movement through geometry, for reaching positions and checking sightlines from angles you cannot normally stand in.
Unlimited ammunition, which removes reloading from spray practice and gives you infinite utility for lineup work.
Bullet impacts, so you can see precisely where each round landed rather than guessing from the wall texture.
Grenade trajectories, which turn lineup practice from trial and error into repetition.
Bot placement and freezing, for building the same scenario over and over.
Skeleton display, covered separately in our walkthrough of the CS2 wallhack command for practice.
Assembled into one file, that set is what makes a local server useful, and we wrote it out in full in our CS2 practice server config.
Why the command sometimes refuses
- You are not the host. The most common reason by a wide margin.
- The server blocks it. Community servers decide this individually.
- You are in matchmaking. There is no version of this that works there.
- The console is not open. Sounds obvious, and on non English keyboards the key often does nothing, which we covered in our guide to the CS2 console not opening.
If the console accepts the command but nothing changes afterwards, the usual explanation is that the specific command you tried no longer exists rather than that cheats failed to enable.
How to check whether a command still exists
Type it on its own, with no value. If the game reports something back, it exists. Silence means it does not.
This matters more in CS2 than it did before, because the move to a new engine removed a meaningful part of the old command set, and guides written for the previous game still list those commands as though nothing changed.
Two seconds per command, and it removes years of accumulated misinformation from your config.
What changed between the two games
Anyone coming from the previous Counter-Strike will find that roughly the same switch controls a noticeably different set of commands.
Some entries kept their names and behave the same way. Some kept their names and changed behaviour. A meaningful number simply disappeared when the engine changed, and a few appeared that had no equivalent before.
None of that is announced anywhere convenient, and that explains why so much advice about this game is quietly out of date. A guide written three years ago can look perfectly reasonable and contain lines the console silently ignores.
The practical response is the test described above rather than trusting any list, including this one. Type the command, see whether the game answers, and keep what works.
Turning it off
Setting the value back to zero disables everything again, and any effects that were active stop.
Worth doing before you finish a session, mainly as a habit. Not because anything bad happens otherwise, but because it makes the state of your server obvious the next time you open it.
Using it to answer questions rather than to cheat
The most underrated use of this switch has nothing to do with training your aim.
It lets you settle arguments. Does that wall give damage? Can a grenade reach that spot from there? Is that angle actually visible from the other side? Every one of those takes thirty seconds to answer on your own server and produces a definite answer rather than an opinion.
Doing that regularly changes how you play more than any repetition drill, because most in game mistakes come from believing something about the map that is not true.
Frequently asked questions about sv_cheats in CS2
What does sv_cheats 1 do in CS2?
It unlocks cheat protected commands, of which the game contains 1404 between commands and settings.
Can I get banned for it?
No. These are built in commands available only where you control the server, and they modify no game files.
Why can I not enable it?
Because you are not the host, or the server does not permit it. Matchmaking blocks it entirely.
Did CS2 remove god mode?
No. Both the invulnerability command and the variant that prevents health reaching zero exist in the current game.
Which commands are actually useful?
Roughly twenty of them: movement, ammunition, impacts, trajectories, bot control and the skeleton display.
Does it work in a private lobby?
Yes, for the host. Other players in the lobby cannot change it.
How do I turn it off?
Set the value back to zero, which disables everything it unlocked.
Last updated: September 2026
CS2 practice server config: one file, and two commands most guides get wrong
- By Bartlomiej Paluch
- 4 days ago
A CS2 practice config is one file you write once and run with a single command. Below is a set that has been checked line by line against the game’s own command list, which matters because the block copied around most guides contains at least one command that no longer exists.
What a CS2 practice config actually does
It turns a normal local server into a training environment: no bots in the way, no round timer, no money limit, unlimited utility, and visible feedback for shots and grenades.
Without it you spend the first minute of every session typing commands, and the round ends before you finish. With it you type one word.
The config, line by line
| Command | What it does |
|---|---|
sv_cheats 1 | unlocks everything else here |
bot_kick | clears the bots so you can set up your own |
mp_warmup_end | skips warmup immediately |
mp_freezetime 0 | no waiting at round start |
mp_roundtime 60 and mp_roundtime_defuse 60 | rounds long enough to practise in |
mp_maxmoney 60000, mp_startmoney 60000 | buy anything, any time |
mp_buytime 9999, mp_buy_anywhere 1 | buy menu everywhere, permanently |
sv_infinite_ammo 1 | no reloading, unlimited utility |
ammo_grenade_limit_total 5 | carry a full set of grenades |
sv_showimpacts 1, sv_showimpacts_time 10 | see exactly where shots land |
sv_grenade_trajectory_prac_pipreview 1 | grenade preview while practising lineups |
mp_respawn_on_death_ct 1, mp_respawn_on_death_t 1 | keep going after dying |
mp_limitteams 0, mp_autoteambalance 0 | stop the server rearranging teams |
mp_restartgame 1 | applies everything above |
Every one of those exists in the current game. That is not a claim you can make about the blocks circulating in most guides.
The command that no longer exists
Plenty of practice configs still include a grenade trajectory duration setting carried over from the previous game. It is not in CS2. Paste it and the console ignores that line, which is why people report that trajectories vanish too quickly and cannot work out why nothing they change helps.
What the game does have are three related settings with different names:
- a practice trail duration, accepting values from zero to eight,
- a spectator trajectory duration, also zero to eight,
- a client side trajectory simulation command.
So the behaviour people want is available, just under names that no guide seems to have updated. If your trails disappear too fast, that is the setting to change rather than the one every article lists.
Two lines worth adding that nobody lists
Beyond the standard block, two settings make a noticeable difference and rarely appear in published configs.
A longer impact display. The default duration for bullet impacts is short enough that you turn away before reading the pattern. Raising it lets you shoot a spray, then walk up to the wall and study where every round went.
A practice trail duration you set deliberately. Since the command most guides name does not exist, the trail length is whatever the game defaults to, which is usually too short for lineup work. Setting the correct one explicitly is the difference between seeing the arc and seeing a flash of it.
Neither is exotic. They are simply the two settings that decide whether the visual feedback is long enough to learn from, which is the entire reason to enable it.
How to install it
- Create a text file called
practice.cfg. - Paste the commands into it, one per line.
- Put it in the game’s config folder, alongside your other configs.
- Open a local server with any map.
- Type
exec practicein the console.
That last step is the whole payoff. One command, everything applied, and it survives updates because it lives in your own file rather than in the game’s settings.
If the console will not open in the first place, that is a separate and very common problem, covered over at the CS2 console not opening.
Why sv_cheats has to be first
Most of the useful lines here are cheat protected, which means they do nothing until cheats are enabled on that server.
Put sv_cheats 1 at the top of the file. If it sits in the middle, everything above it runs and everything below it fails silently, which produces a config that half works and is extremely annoying to debug.
The boundaries of what that setting allows, and where it will not work at all, are covered in our write up on what sv_cheats 1 does in CS2.
Adding bots properly
Clearing the bots and then placing your own is what makes this useful for aim work rather than just for grenades.
The pattern is straightforward: remove them all, add them where you want them, and stop them moving. A stationary bot in a common angle is a target you can pre aim at repeatedly, which is exactly what matchmaking never gives you.
For learning where those angles are, the skeleton display makes them obvious, and we covered it in the CS2 wallhack command for practice.
Practising with a friend
Everything above works in a private lobby as well, with one difference that catches people out: only the host can change server settings.
That means the config has to be executed by whoever opened the lobby. A second player running the same file locally changes nothing, because those commands are server side.
Once it is running, two people make several exercises far better. One plants a smoke while the other watches where it lands from the defending side. One holds an angle while the other practises the entry. Neither of those works alone.
The one thing to agree in advance is who is host, because switching means setting everything up again from scratch.
What to actually do in a session
A config is not a training plan. Three routines cover most of what a solo player needs.
Grenades. Pick two lineups per map, repeat each ten times, and only then move on. Trajectory display turns this from guessing into repetition.
Pre aim. Walk one route with bots placed at the usual angles. Aim where they are before you can see them.
Spray control. Impacts visible, one wall, one weapon, fifty bullets. The pattern becomes obvious in a way it never does in a match.
Fifteen minutes of any one of those beats an hour of wandering an empty map shooting at nothing.
Common mistakes with a CS2 practice config
- Copying a config from CS:GO. A meaningful part of it silently does nothing.
- Putting sv_cheats anywhere but the first line. Half the file fails without warning.
- Never restarting the round. Some settings only take effect on a fresh round.
- Practising with everything visible permanently. Turn the aids off periodically and test what you remember.
- Building an enormous config. Fifteen lines you understand beat two hundred you inherited.
Keeping a second config for aim only
One file for everything sounds tidy and works badly in practice.
Grenade practice wants long trails, generous round time and utility everywhere. Aim practice wants none of that: no visual clutter, bots placed and still, impacts on, everything else out of the way.
Two small files, executed by name, switch between those setups in a second. Trying to serve both from one config produces a session where half the settings are fighting what you are doing.
Name them plainly, keep each under twenty lines, and the whole thing stays maintainable when the game changes something.
Checking whether a command still exists
Since the useful skill here is verification rather than collection, the method is worth stating.
Type the command on its own in the console. If the game reports a value or a description, it exists. If the console says nothing at all, it does not, and no amount of retyping will change that.
That single test would remove most of the outdated advice circulating about this game, and it takes two seconds per command.
One habit that makes practice stick
Write down what you worked on, in one line, after each session. Two lineups on one map, or fifty bullets on one weapon.
It sounds like overhead and it solves the thing that ruins solo practice: doing something slightly different every time and therefore never repeating anything enough for it to land.
Frequently asked questions about the CS2 practice config
Where do I put practice.cfg?
In the game’s config folder, alongside your other configuration files. Then run exec practice in the console.
Why do my commands do nothing?
Usually because cheats are not enabled, or because sv_cheats 1 is not the first line of the file.
Does the config work in matchmaking?
No. Cheat protected commands are blocked outside local servers and community servers that allow them.
Why do grenade trails disappear so quickly?
Because the duration command in most guides no longer exists in CS2. The game uses differently named settings for practice and spectator trails.
How do I keep bots still?
Clear them first, place the ones you want, then stop them moving. A stationary bot is the useful kind for pre aim work.
Do I need to restart the round?
Yes, for some settings. That is what the restart line at the end of the config is for.
Will this config break after an update?
Rarely, and when it does the fix is to test each line in the console and remove whatever the game no longer recognises.
Last updated: September 2026
CS2 wallhack command for practice: what ent_skeleton actually shows you
- By Bartlomiej Paluch
- 5 days ago
The CS2 wallhack command people are looking for is ent_skeleton, it works only with cheats enabled on a server you control, and it is genuinely useful for training. Here is what it draws, why the skeleton is better than a full outline, and the places it will never run.
What it does
The command draws a skeleton wireframe through walls for every player entity in the world, bots included. Head, spine, hips, limbs, visible through geometry.
It is a toggle. Run it once to switch it on, run it again to switch it off, which is worth knowing before you go looking for a separate disable command.
To use it you need cheats enabled first, and you need to be on a server that allows them. That combination is the entire story of this command.
Why a skeleton beats a full outline
Here is the part that makes this a training tool rather than a novelty.
A full model outline tells you where a player is. The skeleton tells you where the hitboxes are, because the bones line up with what the server actually checks when you shoot.
That difference matters when you are learning pre aim. Aiming at the middle of a visible silhouette is not the same as aiming where the head will be, and the skeleton makes the distinction obvious.
It is also less visually noisy. A wireframe through a wall reads clearly, where a solid outline at distance often does not.
How to turn it on
- Open a local server with bots or an empty map.
- Enable the developer console in the game settings if you have not already.
- Run
sv_cheats 1. Without this nothing below works. - Run
ent_skeleton playerto draw skeletons for every player entity. - Run it again to switch the display off.
If nothing appears, the cause is almost always the same: cheats are not enabled, or you are on a server that will not allow them.
The argument list, taken from the game files
Guides in different languages give different syntax for this command, so here is what the game itself documents. The description is identical for both versions of the command, and the accepted arguments are:
- an entity name, for one specific object
- a class name, which is how
playerdraws all of them - an entity index, the numeric identifier
- no argument at all, which targets whatever you are currently looking at
That last one is missing from every guide we checked in either language, and it is the most convenient version for practice: look at a bot, run the command, get its skeleton.
There is also a second command useful to know. Alongside ent_skeleton, which runs on the server side, the game has cl_ent_skeleton, the client side equivalent with the same description and the same arguments. Neither Polish nor English guides mention it, and it is useful when the server side version behaves unexpectedly on a community server.
Where it will not work
| Where | Does it work |
|---|---|
| your own local server | yes |
| a private lobby with friends | yes, with cheats enabled |
| community servers that allow cheats | yes |
| official matchmaking and Premier | no |
| third party platforms such as FACEIT and ESEA | no |
This is not a loophole waiting to be found. The restriction is enforced by the server, not by your client, so there is no setting on your machine that changes it.
Anything advertising itself as a way to run these commands in a real match is not a console command. It is software that will get the account banned, and it has nothing to do with what is described here.
What to actually practise with it
Turning it on and admiring the effect wears off in about a minute. The value is in three specific exercises.
Pre aim. Walk a common route with skeletons visible and note where opponents will be. Then turn it off and walk the same route aiming at those spots.
Wall penetration. Place bots behind soft surfaces and learn which walls give damage and which do not. Seeing the target makes the feedback immediate.
Utility timing. Watch where bots stand when a smoke lands, and where the skeleton is when a flash goes off around a corner.
The pattern is the same in all three: use it to learn the answer, then turn it off and test whether you remember. Practice with it permanently on teaches you nothing.
Related commands worth having on
The skeleton is more useful alongside a few other cheat protected commands, all of which run under the same conditions.
Bullet impact display shows where your shots actually land, which pairs naturally with learning penetration. Grenade trajectory drawing turns utility practice from guesswork into repetition. Infinite ammunition removes reloading from the loop.
Together those turn a local server into a proper training environment, and we walked through the full setup in our notes on the CS2 practice server config.
The command that gates all of them is covered separately in our rundown of what sv_cheats 1 does in CS2.
Why guides disagree about the syntax
Search for this command in two languages and you get two different instructions, which is worth explaining because it tells you something about guide quality generally.
English guides tend to show a class name argument. Polish ones commonly show a wildcard character instead. Both produce skeletons in practice, which is why both keep getting copied forward.
The game files list the accepted arguments explicitly, and that list is what this article follows. When a guide contradicts the game’s own documentation, the documentation wins.
It is the same pattern as the commands that no longer exist at all. A syntax gets copied between articles for years after the thing it describes stopped being accurate, because nobody goes back to the source.
Commands that no longer exist
A lot of English guides still list commands carried over from CS:GO that do nothing in CS2.
If a command produces no response in the console, the usual reason is that it was removed rather than that you typed it wrong. The game changed engine, and a meaningful part of the old command set went with it.
That is worth remembering when following any older guide. The reliable test is simple: type it, and if the console does not acknowledge it, it is gone.
What to do when nothing draws
Three checks, in order, solve almost every case where the command appears to do nothing.
Is the console actually accepting commands? Type sv_cheats on its own. If the console reports a value, you are connected to something that recognises it. If it reports nothing at all, the console is the problem rather than the command.
Are there entities to draw? On an empty map with no bots there are no player skeletons, and the command is doing exactly what it was asked. Add bots first.
Is anything actually behind that wall? Sounds obvious, and it accounts for a fair share of confused forum posts. The skeleton is only visible where a player entity exists.
If all three pass and it still does nothing, try the client side variant. That is the situation it exists for.
Is using this cheating
No, and the distinction is clean.
These commands are built into the game by the developer, gated behind a server setting, and unavailable anywhere competitive. Using them on your own server is exactly as legitimate as using a training map.
The line is the server. On your own machine you are practising. In a match you would be cheating, and the game does not give you the option in the first place.
A short practice routine
Fifteen minutes, three times a week, does more than an hour of aimless bot shooting.
- Five minutes of pre aim with skeletons on, walking one route.
- Five minutes on the same route with skeletons off.
- Five minutes of penetration testing on the walls you actually shoot through in matches.
The second block is where the learning happens. The first one just gives you something to be wrong about.
To make any of that repeatable you want the server settings saved rather than typed each time, which is covered in the practice config guide linked above. And when the aim work is done, the callouts you shout while doing it matter too, which we covered in our guide to Mirage callouts.
Frequently asked questions about the CS2 wallhack command
What is the CS2 wallhack command?
ent_skeleton, which draws player skeletons through walls. It requires cheats to be enabled.
Do I need sv_cheats?
Yes. Without sv_cheats 1 the command does nothing.
How do I turn it off?
Run the same command again. It is a toggle rather than a value you set.
Can I use it in matchmaking?
No. Cheat protected commands are blocked in official matchmaking, Premier and on third party platforms.
Will I get banned for using it?
Not for using the built in command on your own server. Software that fakes the same effect in real matches is a different matter entirely.
Why does the skeleton help more than an outline?
Because the bones match the hitboxes the server checks, so it teaches you where to aim rather than just where someone is.
Why does the command do nothing on my server?
Either cheats are off, or the server does not permit them. Those two cover almost every case.
Last updated: September 2026
How to make money in GTA 5 story mode: one decision separates millions from billions
- By Bartlomiej Paluch
- 6 days ago
There is exactly one method in GTA 5 story mode that produces serious money, and it is not heists, businesses or robbing shops. It is Lester’s assassination missions combined with the stock market. Do them at the wrong time and you make a few hundred thousand. Do them at the right time and each character ends with more than they can spend.
Why the timing decides everything
The mechanism is simple. Each assassination moves the price of a company on the in game exchange, in a direction the game decides in advance. You buy before the mission, the price moves, you sell.
The critical detail is that the return is a percentage, not a fixed sum. A rise of forty percent on two hundred thousand is eighty thousand. The same rise on eighty million is thirty two million.
So the missions are worth whatever your bank balance happens to be when you do them. That single fact is the whole guide.
The practical rule: do the first one when the story forces it, then leave the rest alone until after the final heist. That is when all three characters are holding the largest amounts they will ever have.
The order and what each one moves
| Mission | When to do it | Notes |
|---|---|---|
| Hotel | during the story, it is forced | the tutorial for the mechanic |
| Multi Target | after the final heist | the strongest single play, involving Redwood |
| Vice | after the final heist | follow the buy and sell instructions exactly |
| Bus | after the final heist | same pattern |
| Construction | after the final heist | last in the sequence |
Do them in that order. The sequence is not arbitrary, it is the order in which the game expects them and the order the price movements are scripted around.
The four rules that make it work
- Invest with all three characters. Their money is separate, so three portfolios means three times the return on the same mission.
- Put in everything. Half measures produce half results, and there is no risk here because the movement is scripted.
- Sell completely before the next mission unless a specific step tells you to hold.
- Wait for the peak. The price keeps climbing for a while after the mission. Selling immediately leaves a large part of the gain behind.
Rule one is the one people skip, usually because they do the missions as whichever character happens to be active. That mistake costs two thirds of the total.
How to watch the price without guessing
The exchange is on the in game phone, and the price moves over game time rather than real time.
Two habits make this painless. Sleep to advance the clock rather than waiting around, and check the price twice before selling. When two consecutive checks show the same number, the climb is over.
Save the game before selling. If a check suggests you misjudged the peak, reloading costs nothing and gives you the decision back.
The one number worth writing down
Before starting the sequence, note what each character has in the bank. That figure is what the whole plan multiplies.
If the three of them are holding tens of millions each after the final heist, four missions turn that into a balance nobody in the game has a use for. If they are holding a few hundred thousand, the same four missions produce pocket change and are then gone forever.
This is also the answer to the question people ask afterwards, which is whether they ruined their save by doing the missions early. Nothing is ruined. You simply took a smaller version of the payout, and the only way to see the larger one is a fresh playthrough.
So the checklist before mission two is short: story finished, all three alive, all three rich, nothing spent.
Heists, the other real source
Before any of this works you need starting capital, and that comes from the story heists.
The total across the campaign runs into the tens of millions, and the amount depends on two choices: which crew you hire and which approach you take.
Cheap crew members take a smaller cut and are more likely to lose part of the take or die. On the early jobs that hardly matters. On the last one it matters a great deal, so pay for competence when the sums get large.
The final heist is what funds the assassination sequence, which is exactly why the sequence waits for it.
What does not work
| Method | Why it is a waste of time |
|---|---|
| robbing shops | a few hundred per attempt, plus a wanted level |
| armoured vans | slightly better, still trivial next to one trade |
| street races | prize money too small for the time involved |
| the exchange without missions | prices drift slowly and unpredictably |
| underwater collectibles | the search costs more time than the contents are worth |
All of these produce money. None of them produce enough to matter, and every hour spent on them is an hour not spent finishing the story that unlocks the method that does.
Why the exchange behaves the way it does
It helps to know that there are two markets in the game and only one of them is useful.
The first reacts to what you do in the story. Kill the head of one company and its rival climbs, on a script, every time. That is the one the assassination sequence uses, and it is entirely predictable.
The second was tied to the behaviour of other players through online services. Its movements have nothing to do with your actions, which makes it useless for planning.
Every guide promising huge returns is describing the first one. If you find yourself watching prices drift with no mission attached, you are on the wrong market and nothing you do will move it.
Properties, and when they are worth it
Businesses generate a weekly income that arrives without any effort from you, which sounds ideal and mostly is not.
They only pay off across a long stretch of play. Buying them late in the campaign, when you are about to have more money than you need anyway, is the worst possible timing.
If you intend to keep playing after the credits, buy them early and let them run. If you intend to finish the story and stop, skip them entirely and put everything into the assassination sequence.
What to do with the money afterwards
Here is the honest part that guides tend to skip: once the sequence is done, the game runs out of things to sell you.
Property, vehicles, weapons and upgrades together cost a fraction of what four well timed assassinations produce. There is no money sink at the top end of this game.
So the practical answer is to buy whatever you wanted during the campaign and stop worrying about the balance. That includes the vehicles you passed on earlier, and if you want to know which are worth owning, we ranked them over in our rundown of the fastest car in GTA 5 story mode.
It also covers aircraft and the hangars needed to keep them, which we laid out in our notes on airports in GTA 5.
Common mistakes that cost the most
- Doing the assassinations during the story. The single most expensive error available, and it cannot be undone.
- Investing with one character. Loses two thirds of the total.
- Selling immediately after the mission. The price is still climbing.
- Spending before the sequence. Every purchase is capital that is not working.
- Ignoring the buy and sell instructions. The movements are scripted, so following them is not optional.
The first one is worth repeating because it is permanent. Once a mission is completed at a small balance, that opportunity is spent, and there is no way to replay it with more money.
A short version of the whole plan
Finish the story, including the final heist, taking the option that keeps all three characters alive. Then, with full bank balances on each of them, work through the remaining four assassinations in order, investing everything, selling at each peak, and moving to the next one only after selling.
That is it. Everything else in this game is spending money rather than making it, and the rest of the map is more enjoyable once the balance stops being a constraint, whether that means chasing collectibles or the trips described in our guide to GTA 5 UFO locations.
Frequently asked questions about making money in GTA 5 story mode
What is the fastest way to make money in GTA 5 story mode?
Lester’s assassination missions combined with stock investments, done after the final heist when your balances are at their highest.
Why should I wait until after the story?
Because the return is a percentage. The same mission pays out proportionally to whatever you invest.
Should I invest with all three characters?
Yes. Their money is separate, so investing with all three triples the return on every mission.
Is there a money cheat?
No. GTA 5 has cheats for vehicles, weapons and abilities, but none for money.
How much can you actually end up with?
Done in the right order with full investments, each character ends with a balance in the billions.
When should I sell after a mission?
When the price stops climbing. Check twice, and if both checks match, sell.
Are properties worth buying?
Only if you plan to keep playing after the story. Bought late they never pay for themselves.
Last updated: September 2026
