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Settings & Config
Settings & Config
CS2 Buy Binds: The Script Valve Allows
Valve blocked 24 commands in multi command binds. buy is not one of them. The names CS2 accepts and the four binds worth having.

On 19 August 2024 Valve broke most of the bind scripts that had circulated for a decade. Buy binds were not among them, and the patch note says so in a way that leaves no room for argument.
That matters, because buying by hand costs you the first four seconds of every round. Four seconds you could spend walking out of spawn instead of reading a menu.
Here is what Valve actually blocked, why buy binds survived it, and the exact names CS2 accepts.
Valve blocked 24 commands. buy is not one of them

The release note is short and specific. Input binds that include more than one of twenty four named commands are ignored by default, and the convar that re-enables them, cl_allow_multi_input_binds, is cheat protected, so you cannot turn it on in a real match.
Those twenty four are all movement and attack commands: sprint, reload, attack, attack2, turnleft, turnright, turnup, turndown, forward, back, left, right, moveup, movedown, klook, use, jump, duck, strafe, zoom, yaw, pitch, forwardback and rightleft.
buy is not on the list, and neither is any other plain console command. The rule is about one input firing several player actions, not about semicolons. That is why a jumpthrow alias is dead and a bind that buys eight items on one key is completely fine.
If you want the full picture of what survived that update and what did not, the binds guide covers the whole rule, including the four ways people still jump throw.
The four binds that cover a whole match

You do not need a key for every weapon. Four cover almost every round you will ever play.
Full buy rifle. Armour, rifle, kit and the grenade set, on one key. It lists both the AK and the M4 and both the molotov and the incendiary, because the game only gives you the one your side can buy.
Full buy AWP. Same idea with the AWP and a lighter grenade load, so you still have money left.
Armour and kit. This is the eco and force round key. It asks for the helmet first and the plain vest second, so on a round where you cannot afford the helmet you still end up with armour instead of nothing.
All four grenades. Useful on the rounds where you already have a gun from last round and only need utility.
Put them on F1 to F4 and you never open the buy menu again except to drop something for a teammate.
The names CS2 actually accepts

This is where most buy binds quietly fail. The command takes the game's internal item name, not the name printed in the buy menu, and a name the game does not recognise is simply ignored while the rest of the bind still runs. So a broken bind does not throw an error. It just buys four of your five items and you find out in the fight.
The one that catches everybody: buy m4a1 gives you the M4A4. The M4A1-S is buy m4a1_silencer. If your bind has buy m4a1 in it and you are an M4A1-S player, you have been buying the wrong rifle.
The rest of the traps are spelling. It is galilar, not galil. It is sg556, even though the gun is called the SG 553. It is cz75a, elite for the Dual Berettas, taser for the Zeus, vesthelm for armour with a helmet, and defuser for the kit.
And fire needs both names. Molotov is a T item and incendiary is a CT item, so a bind meant to work on both sides needs buy molotov and buy incgrenade next to each other.
Where to put them so they survive a restart
A bind typed into the console lasts until you close the game. To keep it, it has to live in a config file that runs on launch.
Three steps.
1. Put your binds in autoexec.cfg, in the game's cfg folder. One bind per line, exactly as written.
2. Add +exec autoexec to your launch options so the file runs every time the game starts. The launch options guide covers the rest of that line.
3. Check it once in an offline map. Press the key in a buy zone and look at what you are holding. If something is missing, it is a name, not the bind.
The CS2 Binds Generator does all three for you. Click a key on the keyboard, pick the buy pack, and it writes the autoexec.cfg with your binds, sensitivity, crosshair and viewmodel in it. The buy names come out correct because you never type them.
What this does not cover
Worth being straight about the edges.
Prices change. Valve has adjusted weapon costs more than once, so this guide deliberately does not print a price list that would be wrong in six months. The buy menu in your own game is the only price list that is current.
A buy bind also will not decide whether you should be buying. That is a different problem, and a key that spends your whole wallet on a round your team is saving makes it worse, not better. The economy guide has the loss bonus ladder and the kill rewards, which is what actually decides the call.
And the behaviour where unaffordable or wrong side items are skipped is how the game handles each buy command in turn. It is reliable, but it means a bind never tells you it half worked.
Where to go next
Buy binds are the smallest setup change with the fastest payoff. Three things pair with them.
First, the rest of your binds. What still works after the crackdown covers grenade keys, radar zoom, quick switch and the jump throw situation.
Second, the console itself. The 144 commands worth knowing explains which ones need your own server and which work anywhere, which is the other half of why configs silently fail.
Third, a practice config. If you are going to test binds, the practice config guide gets you into a server where you can check them in thirty seconds.
And while you are in the binds generator writing the file, set your crosshair in the CS2 Crosshair Generator so it goes into the same autoexec instead of a separate copy paste you lose later.

WRITTEN BY
Brian Sirbu
CS2 COACH // GAMESENSELAB
MORE CS2 GUIDES


