<0 / 1>
Set to 0 to continue playing the match even if one team can no longer catch up. Set to 1 (default) to end the match once a team attains an unbeatable score.
1This command determines if the match should be automatically terminated when the opposing team can no longer catch up. For example, in competitive play when a team reaches 16 rounds the other team cannot recover, so the match would end. If set to 0 (disabled) the match will not end upon reaching 16 rounds. The default is 1 (enabled).
These are the parameters mp_match_can_clinch uses. Required arguments must be provided for the command to work.
Set to 0 to continue playing the match even if one team can no longer catch up. Set to 1 (default) to end the match once a team attains an unbeatable score.
1Interactive command builder that generates a valid mp_match_can_clinch command for in-game use.
mp_match_can_clinch 1Learn more about how to use mp_match_can_clinch effectively.
Arguments can be of type String, Number, Bool, or Enum. Provide the correct type for the command to execute correctly.
Arguments marked as Required must be provided for the command to work. Optional arguments can be left blank.
Commands can be Client-sided or Server-sided. Client-sided commands affect only your game client, while server-sided commands affect the entire server.
Some commands require sv_cheats to be enabled. If a command has this requirement, it will not run on servers where cheats are disabled.