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// This file should include convars which custom bsps are permitted to change vi

a the bsp cfg file


// if a convar doesn't exist in this list, a map is not permitted to change it v
ia the map's cfg file
// all convars in this list will also get set to their default values when a gam
e mode cfg file is executed
"convars"
{
// bot convars
bot_autodifficulty_threshold_high
1
// Amount above avg human contribution score, above which a bot should l
ower its difficulty
bot_autodifficulty_threshold_low
1
// Amount below avg human contribution score, below which a bot should r
aise its difficulty
bot_chatter
1
// Control how bots talk. Allowed values: 'off', 'radio', 'minimal', or
'normal'.
bot_defer_to_human_goals
1
// If nonzero and there is a human on the team, the bots will not do the
scenario tasks.
bot_defer_to_human_items
1
// If nonzero and there is a human on the team, the bots will not get sc
enario items.
bot_difficulty
1
bot_quota
1
// Determines the total number of bots in the game.
bot_quota_mode
1
// Determines the type of quota. Allowed values: 'normal', 'fill', and '
match'. If 'fill', the server will adjust bots to keep N players in the game, wh
ere N is bot_quota. If 'match', the server will maintain a 1:N ratio of humans t
o bots, where N is bot_quota.
bot_allow_grenades
1
// If nonzero, bots may use grenades.
bot_allow_pistols
1
// If nonzero, bots may use pistols.
bot_allow_sub_machine_guns
1
// If nonzero, bots may use sub-machine guns.
bot_allow_shotguns
1
// If nonzero, bots may use shotguns.
bot_allow_rifles
1
// If nonzero, bots may use rifles.
bot_allow_snipers
1
// If nonzero, bots may use sniper rifles.
bot_allow_machine_guns
1
// If nonzero, bots may use the machine gun.
sv_auto_adjust_bot_difficulty
1
sv_bots_get_easier_each_win
1
sv_bots_force_rebuy_every_round
1
sv_bots_get_harder_after_each_wave
1
// only used in Guardian mode

// player/team cash award and buy convars


mp_playercashawards
// Players can earn money by performing in-game actions

cash_player_bomb_defused
1
cash_player_bomb_planted
1
1

cash_player_damage_hostage
// The penalty (or bonus) players get from harming a hostage
cash_player_interact_with_hostage

1
cash_player_killed_enemy_default
// Money award to player when they kill an enemy (which then gets scaled
per weapon)
cash_player_killed_enemy_factor
1
// Scaler that adjusts the money recieved per kill
cash_player_killed_hostage
1
// The penalty (or bonus) players get for killing a hostage
cash_player_killed_teammate
1
cash_player_rescued_hostage
1
cash_player_respawn_amount
1
// The money bonus a play can get when they respawn (if respawning is en
abled)
cash_player_get_killed
1
// Money a player can get when they are killed by another player
mp_teamcashawards
1
// Teams can earn money by performing in-game actions
cash_team_elimination_bomb_map
1
cash_team_elimination_hostage_map_t
1
cash_team_elimination_hostage_map_ct
1
cash_team_hostage_alive
1
cash_team_hostage_interaction
1
cash_team_loser_bonus
1
cash_team_loser_bonus_consecutive_rounds
1
cash_team_planted_bomb_but_defused
1
cash_team_rescued_hostage
1
cash_team_terrorist_win_bomb
1
cash_team_win_by_defusing_bomb
1
cash_team_win_by_hostage_rescue
1
cash_team_win_by_time_running_out_bomb
1
cash_team_win_by_time_running_out_hostage
1
cash_team_survive_guardian_wave
1
mp_afterroundmoney
1
// Amount of money awared to every player after each round
mp_buytime
1
// How many seconds after round start players can buy items for.
mp_buy_anywhere
1
mp_buy_during_immunity
1
1

mp_startmoney
// Amount of money each player starts with on match start, half start or

1
reset

mp_maxmoney
// maximum amount of money allowed in a player's account
sv_buy_status_override
1
// Override for buy status map info. 0 = everyone can buy, 1 = ct only,
2 = t only 3 = nobody
1

1
1
est

// item convars
mp_death_drop_defuser
// Whether a defuser drops from a player holding on when they die
mp_death_drop_grenade
// Which grenade to drop on player death: 0=none, 1=best, 2=current or b

mp_death_drop_gun
// Which gun to drop on player death: 0=none, 1=best, 2=current or best
mp_deathcam_skippable
1
// Determines whether a player can early-out of the deathcam
mp_defuser_allocation
1
// How to allocate defusers to CTs at start or round: 0=none, 1=random,
2=everyone
mp_give_player_c4
1
// Whether this map should spawn a c4 bomb for a player or not
mp_free_armor
1
// Determines whether armor and helmet are given automatically.
mp_molotovusedelay
1
// Number of seconds to delay before the molotov can be used after acqui
ring it
mp_weapons_allow_zeus
1
// Determines whether the Zeus is purchasable or not
mp_weapons_allow_map_placed
1
// If this convar is set, when a match starts, the game will not delete
weapons placed in the map.
mp_weapons_glow_on_ground
1
// If this convar is set, weapons on the ground will have a glow around
them and can be seen through walls.
mp_ct_default_melee
1
// The default melee weapon that the CTs will spawn with. Even if this
is blank, a knife will be given. To give a taser, it should look like this: 'we
apon_knife weapon_taser'. Remember to set mp_weapons_allow_zeus to 1 if you wan
t to give a taser!
mp_ct_default_secondary
1
// The default secondary (pistol) weapon that the CTs will spawn with
mp_ct_default_primary
1
// The default primary (rifle) weapon that the CTs will spawn with
mp_ct_default_grenades
1
// The default grenades that the CTs will spawn with. To give multiple
grenades, separate each weapon class with a space like this: 'weapon_molotov wea
pon_hegrenade'
mp_t_default_melee
1
// The default melee weapon that the Ts will spawn with. Even if this i
s blank, a knife will be given. To give a taser, it should look like this: 'wea
pon_knife weapon_taser'. Remember to set mp_weapons_allow_zeus to 1 if you want
to give a taser!
mp_t_default_secondary
1
// The default secondary (pistol) weapon that the Ts will spawn with
mp_t_default_primary
1
// The default primary (rifle) weapon that the Ts will spawn with
mp_t_default_grenades
1

1
// The default grenades that the CTs will spawn with. To give multiple
grenades, separate each weapon class with a space like this: 'weapon_molotov wea
pon_hegrenade'
mp_buy_allow_grenades
1
// Whether or not grenades can be purchased from the buy menu
mp_weapons_allow_typecount
1
// How many weapons of each type can be purchased
// round and match setting convars
mp_freezetime
1
// how many seconds to keep players frozen when the round starts
mp_force_pick_time
1
// The amount of time a player has on the team screen to make a selectio
n before being auto-teamed
mp_halftime
1
// Set to 1 to stay in halftime indefinitely. Set to 0 to resume the tim
er.
mp_match_can_clinch
1
// 0=No mercy rule, 1=team can clinch match win early if they win > 1/2
total rounds
mp_maxrounds
1
// max number of rounds to play before server changes maps
mp_roundtime
1
// How many minutes each round takes.
mp_roundtime_defuse
1
// How many minutes each round of Bomb Defuse takes.
mp_roundtime_hostage
1
// How many minutes each round of Hostage Rescue takes.
mp_timelimit
1
// Allow the match to end when mp_timelimit hits instead of waiting for
the end of the current round.
mp_warmuptime
1
// How long the warmup period lasts. Changing this value resets warmup.
mp_warmuptime_all_players_connected
1
// How long the warmup period lasts after all humans have connected.
mp_warmup_pausetimer
1
// Set to 1 to stay in warmup indefinitely. Set to 0 to resume the timer
.
mp_halftime_pausetimer
1
// Set to 1 to stay in halftime indefinitely. Set to 0 to resume the tim
er.
mp_default_team_winner_no_objective
1
// if set, the map will declare this team the winner when the round time
r expires. (-1 == map default, 0 == draw, 2 == Ts, 3 == CTs)
mp_hostagepenalty
1
// Terrorist are kicked for killing too much hostages
// damage, team and communication convars
mp_solid_teammates
1
// Determines whether teammates are solid or not.
sv_allow_votes
1
// Voting allowed in this mode
sv_alltalk
1
// When set, players can hear all enemy communication (voice, chat)
sv_auto_full_alltalk_during_warmup_half_end
1
// When enabled, full alltalk is enabled at warmup, halftime and endgame
sv_deadtalk
1
// When set, dead players can speak (voice, text) to the living
sv_ignoregrenaderadio
1
// Turn off Fire in the hole messages

1
gets.

mp_teammates_are_enemies
// When set, your teammates act as enemies and all players are valid tar

mp_damage_scale_ct_body
1
// Scales the damage a CT player takes by this much when they take damag
e in the body. (1 == 100%, 0.5 == 50%)
mp_damage_scale_ct_head
1
// Scales the damage a CT player takes by this much when they take damag
e in the head. (1 == 100%, 0.5 == 50%)
mp_damage_scale_t_body
1
// Scales the damage a T player takes by this much when they take damage
in the body. (1 == 100%, 0.5 == 50%)
mp_damage_scale_t_head
1
// Scales the damage a T player takes by this much when they take damage
in the head. (1 == 100%, 0.5 == 50%)
mp_friendlyfire
1
// Allows team members to injure other members of their team
ff_damage_reduction_bullets
1
// How much to reduce damage done to teammates when shot. Range is from
0 - 1 (with 1 being damage equal to what is done to an enemy)
ff_damage_reduction_grenade
1
// How much to reduce damage done to teammates by a thrown grenade. Ran
ge is from 0 - 1 (with 1 being damage equal to what is done to an enemy)
ff_damage_reduction_grenade_self
1
// How much to damage a player does to himself with his own grenade. Ra
nge is from 0 - 1 (with 1 being damage equal to what is done to an enemy)
ff_damage_reduction_other
1
// How much to reduce damage done to teammates by things other than bull
ets and grenades. Range is from 0 - 1 (with 1 being damage equal to what is don
e to an enemy)
mp_limitteams
1
// Max # of players 1 team can have over another (0 disables check)

1
s done.

// spectator, death, spawning and camera convars


spec_freeze_panel_extended_time
// Time spent with the freeze panel still up after observer freeze cam i

spec_freeze_time
// Time spend frozen in observer freeze cam.
mp_forcecamera
1
// Restricts spectator modes for dead players. 0 = Any team. 1 = Only ow
n team. 2 = No one; fade to black on death (previously mp_fadetoblack).
mp_respawn_immunitytime
1
// How many seconds after respawn immunity lasts.
mp_respawn_on_death_t
1
// When set to 1, terrorists will respawn after dying.
mp_respawn_on_death_ct
1
// When set to 1, counter-terrorists will respawn after dying.
mp_display_kill_assists
1
// Whether to display and score player assists
mp_use_respawn_waves
1
// When set to 1, and that player's team is set to respawn, they will re
spawn in waves.
mp_respawnwavetime_ct
1
// Time between respawn waves for CTs.
mp_respawnwavetime_t
1
// Time between respawn waves for Terrorists.
mp_randomspawn
1
// Determines whether players are to spawn.
0 = default; 1 =
both teams; 2 = Terrorists; 3 = CTs.
1

mp_randomspawn_los
1
mp_randomspawn_dist
1
mp_radar_showall
1 // Determines who should see all in the radar.
ams. 2 = Terrorists. 3 = CTs.
mp_force_assign_teams
1

0 = default. 1 = both te

// world and movement convars


sv_gravity
// World gravity. (default is 800)
sv_accelerate

1
1

sv_stopspeed
//"Minimum stopping speed when on ground.
sv_airaccelerate

1
sv_wateraccelerate
1
sv_waterfriction
1
sv_friction
//"World friction."
sv_bounce
1
//"Bounce multiplier for when physically simulated objects collide with
other objects.
sv_maxvelocity
1
//Maximum speed any ballistically moving object is allowed to attain per
axis.
sv_maxspeed
1
1

sv_bot_buy_grenade_chance
1
sv_bot_buy_smoke_weight
1
sv_bot_buy_flash_weight
1
sv_bot_buy_decoy_weight
1
sv_bot_buy_molotov_weight
1
sv_bot_buy_hegrenade_weight
1
sv_guardian_min_wave_for_heavy
1
sv_guardian_max_wave_for_heavy
1
sv_guardian_heavy_count
1
sv_guardian_heavy_all
1
// gungame/armsrace
mp_ggprogressive_round_restart_delay
mp_ggtr_bomb_defuse_bonus
1

mp_ggtr_bomb_detonation_bonus
1
mp_ggtr_bomb_pts_for_flash
1
mp_ggtr_bomb_pts_for_he
1
mp_ggtr_bomb_pts_for_molotov
1
mp_ggtr_bomb_pts_for_upgrade
1
mp_ggtr_bomb_respawn_delay
1
mp_ggtr_end_round_kill_bonus
1
mp_ggtr_halftime_delay
1
mp_ggtr_last_weapon_kill_ends_half
1
sv_arms_race_vote_to_restart_disallowed_after
mp_coop_force_join_ct

1
bot_allow_rogues
1
mp_guardian_special_kills_needed
1
mp_guardian_special_weapon_needed
1
mp_guardian_player_dist_min
1
mp_guardian_player_dist_max
1
mp_guardian_target_site
1
mp_hostages_spawn_force_positions
1
mp_hostages_spawn_same_every_round
1
mp_guardian_bot_money_per_wave
1
sv_disable_show_team_select_menu
1
mp_hostages_max
1
spec_replay_enable
1 // the default is "0". the "1" here is not used
mp_round_restart_delay
1 // the default is "7". the "1" here is not used
mp_coopmission_bot_difficulty_offset
sv_duplicate_playernames_ok
1
mp_anyone_can_pickup_c4
1
mp_c4_cannot_be_defused
1
mp_c4timer
1
mp_coopmission_mission_number
1
weapon_reticle_knife_show
1

mp_death_drop_c4
1
//sv_skyname
1
}

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