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mstarr

vprac

Apr 22nd, 2015
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  1. ////////////////////////////
  2. sv_cheats 1
  3. sm_cvar prop_removeondeath 0
  4. echo "loading vprac.cfg"
  5. sv_cheats 1
  6. CS_WarnFriendlyDamageInterval "9999" ///" , "sv", "cheat" " Defines how frequently the server notifies clients that a player dama
  7. //sm_cvar bot_allow_grenades "0" // If nonzero, bots may use grenades.
  8. /////sm_cvar sv_regeneration_wait_time "3" ///" , "sv", "rep" "
  9. //sm_cvar bot_allow_grenades "0"
  10. //sm_cvar mp_damage_scale_ct_body "1" // Scales the damage a CT player takes by this much when they take damage in the body. (1 == 100%, 0.5 == 50%)
  11. //sm_cvar mp_damage_scale_ct_head "1" // Scales the damage a CT player takes by this much when they take damage in the head. (1 == 100%, 0.5 == 50%)
  12. //sm_cvar 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%)
  13. //sm_cvar 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%)
  14. weapon_recoil_scale "2"
  15. weapon_accuracy_nospread "0"
  16. // bot convars
  17.  
  18. bot_join_after_player 1
  19. bot_quota_mode "fill" //Change to "normal" if you want to add them manually
  20. bot_quota "0" //Ammount of bots you want to have joining
  21. mp_limitteams "0"
  22. mp_autoteambalance "0"
  23. bot_autodifficulty_threshold_high "2.0" // Amount above avg human contribution score, above which a bot should lower its difficulty
  24. bot_autodifficulty_threshold_low "10.0" // Amount below avg human contribution score, below which a bot should raise its difficulty
  25. bot_chatter "off" // Control how bots talk. Allowed values: 'off', 'radio', 'minimal', or 'normal'.
  26. bot_defer_to_human_goals "1" // If nonzero and there is a human on the team, the bots will not do the scenario tasks.
  27. bot_defer_to_human_items "1" // If nonzero and there is a human on the team, the bots will not get scenario items.
  28. bot_difficulty "3"
  29.  
  30. // player/team cash award and buy convars
  31. mp_playercashawards "1" // Players can earn money by performing in-game actions
  32. cash_player_bomb_defused "0"
  33. cash_player_bomb_planted "0"
  34. cash_player_damage_hostage "0" // The penalty (or bonus) players get from harming a hostage
  35. cash_player_interact_with_hostage "0"
  36. cash_player_killed_enemy_default "0" // Money award to player when they kill an enemy (which then gets scaled per weapon)
  37. cash_player_killed_enemy_factor "0" // Scaler that adjusts the money recieved per kill
  38. cash_player_killed_hostage "0" // The penalty (or bonus) players get for killing a hostage
  39. cash_player_killed_teammate "0"
  40. cash_player_rescued_hostage "0"
  41. cash_player_respawn_amount "100000" // The money bonus a play can get when they respawn (if respawning is enabled)
  42. cash_player_get_killed "100000" // Money a player can get when they are killed by another player
  43. mp_teamcashawards "0" // Teams can earn money by performing in-game actions
  44. cash_team_elimination_bomb_map "0"
  45. cash_team_elimination_hostage_map "0"
  46. cash_team_hostage_alive "0"
  47. cash_team_hostage_interaction "0"
  48. cash_team_loser_bonus "0"
  49. cash_team_loser_bonus_consecutive_rounds "0"
  50. cash_team_planted_bomb_but_defused "0"
  51. cash_team_rescued_hostage "0"
  52. cash_team_terrorist_win_bomb "0"
  53. cash_team_win_by_defusing_bomb "0"
  54. cash_team_win_by_hostage_rescue "0"
  55. cash_team_win_by_time_running_out "0"
  56. mp_afterroundmoney "100000" // Amount of money awared to every player after each round
  57. mp_buytime "9999" // How many seconds after round start players can buy items for.
  58. mp_maxmoney "100000" // maximum amount of money allowed in a player's account
  59. mp_startmoney "100000" // Amount of money each player starts with on match start, half start or reset
  60. mp_maxmoney "100000" // maximum amount of money allowed in a player's account
  61. bot_dont_shoot "1"
  62. bot_stop "1"
  63. // item convars
  64. mp_death_drop_defuser "0" // Whether a defuser drops from a player holding on when they die
  65. mp_death_drop_grenade "0" // Which grenade to drop on player death: 0=none, 1=best, 2=current or best
  66. mp_death_drop_gun "1" // Which gun to drop on player death: 0=none, 1=best, 2=current or best
  67. mp_deathcam_skippable "1" // Determines whether a player can early-out of the deathcam
  68. mp_defuser_allocation "2" // How to allocate defusers to CTs at start or round: 0=none, 1=random, 2=everyone
  69. mp_give_player_c4 "1" // Whether this map should spawn a c4 bomb for a player or not
  70. mp_free_armor "1" // Determines whether armor and helmet are given automatically.
  71. mp_molotovusedelay "0" // Number of seconds to delay before the molotov can be used after acquiring it
  72. mp_weapons_allow_zeus "1" // Determines whether the Zeus is purchasable or not
  73. mp_weapons_allow_map_placed "0" // If this convar is set, when a match starts, the game will not delete weapons placed in the map.
  74. mp_weapons_glow_on_ground "0" // If this convar is set, weapons on the ground will have a glow around them and can be seen through walls.
  75. mp_ct_default_melee "weapon_knife" // 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: 'weapon_knife weapon_taser'. Remember to set mp_weapons_allow_zeus to 1 if you want to give a taser!
  76. mp_ct_default_secondary "weapon_hkp2000" // The default secondary (pistol) weapon that the CTs will spawn with
  77. mp_ct_default_primary "weapon_m4a1" // The default primary (rifle) weapon that the CTs will spawn with
  78. mp_t_default_grenades "weapon_flashbang weapon_hegrenade weapon_smokegrenade weapon_incgrenade weapon_flashbang weapon_decoy" // The default grenades that the CTs will spawn with. To give multiple grenades, separate each weapon class with a space like this: 'weapon_molotov weapon_hegrenade'
  79. mp_t_default_melee "weapon_knife" // The default melee weapon that the Ts will spawn with. Even if this is blank, a knife will be given. To give a taser, it should look like this: 'weapon_knife weapon_taser'. Remember to set mp_weapons_allow_zeus to 1 if you want to give a taser!
  80. mp_t_default_secondary "weapon_glock" // The default secondary (pistol) weapon that the Ts will spawn with
  81. mp_t_default_primary "weapon_ak47" // The default primary (rifle) weapon that the Ts will spawn with
  82. mp_t_default_grenades "weapon_flashbang weapon_hegrenade weapon_smokegrenade weapon_molotov weapon_flashbang weapon_decoy" // The default grenades that the CTs will spawn with. To give multiple grenades, separate each weapon class with a space like this: 'weapon_molotov weapon_hegrenade'
  83. ammo_grenade_limit_flashbang "2"
  84. ammo_grenade_limit_total "1000"
  85. ammo_grenade_limit_default "1"
  86. sv_spawn_afk_bomb_drop_time "999" // Players that have never moved since they spawned will drop the bomb after this amount of time.
  87. mp_buy_allow_grenades "1" // Whether players can purchase grenades from the buy menu or not.
  88. mp_buy_anywhere "1" // When set, players can buy anywhere, not only in buyzones. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists.
  89. mp_buy_during_immunity "0" // When set, players can buy when immune, ignoring buytime. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists.
  90. mp_buytime "99999" // How many seconds after round start players can buy items for.
  91.  
  92.  
  93.  
  94. // round and match setting convars
  95.  
  96. mp_freezetime "0" // how many seconds to keep players frozen when the round starts
  97. mp_force_pick_time "9999" // The amount of time a player has on the team screen to make a selection before being auto-teamed
  98. mp_halftime "0" // Determines whether the match switches sides in a halftime event.
  99. mp_match_can_clinch "0" // 0=No mercy rule, 1=team can clinch match win early if they win > 1/2 total rounds
  100. mp_maxrounds "90" // max number of rounds to play before server changes maps
  101. mp_roundtime "60" // How many minutes each round takes.
  102. mp_timelimit "60" // Allow the match to end when mp_timelimit hits instead of waiting for the end of the current round.
  103. mp_roundtime_hostage "60"
  104. mp_roundtime_defuse "60"
  105. mp_warmuptime " " // How long the warmup period lasts. Changing this value resets warmup.
  106. mp_warmup_pausetimer "0" // Set to 1 to stay in warmup indefinitely. Set to 0 to resume the timer.
  107. mp_halftime_pausetimer "0" // Set to 1 to stay in halftime indefinitely. Set to 0 to resume the timer.
  108. mp_default_team_winner_no_objective "0" // if set, the map will declare this team the winner when the round timer expires. (-1 == map default, 0 == draw, 2 == Ts, 3 == CTs)
  109. mp_hostagepenalty "10" // Terrorist are kicked for killing too much hostages
  110.  
  111. // damage, team and communication convars
  112. sv_allow_votes "1" // Voting allowed in this mode
  113. sv_alltalk "1" // When set, players can hear all enemy communication (voice, chat)
  114. sv_deadtalk "1" // When set, dead players can speak (voice, text) to the living
  115. sv_spec_hear "1" //: , "nf", "rep", "cl" : Determines who spectators can hear: 0: only spectators; 1: all players; 2: spectated team
  116. sv_full_alltalk "1" // : , "rep", "cl" : Any player (including Spectator team) can speak to any other player
  117. sv_allow_thirdperson "1" // Allows the server set players in third person mode without the client slamming it back (if cheats are on, all clients can set t
  118. mp_solid_teammates "1" // Determines whether teammates are solid or not.
  119. sv_allow_votes "0" // Voting allowed in this mode
  120. sv_alltalk "1" // When set, players can hear all enemy communication (voice, chat)
  121. sv_deadtalk "1" // When set, dead players can speak (voice, text) to the living
  122. sv_ignoregrenaderadio "1" // Turn off Fire in the hole messages
  123. mp_teammates_are_enemies "1" // When set, your teammates act as enemies and all players are valid targets.
  124.  
  125. mp_friendlyfire "1" // Allows team members to injure other members of their team
  126. 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)
  127. ff_damage_reduction_grenade "1" // How much to reduce damage done to teammates by a thrown grenade. Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy)
  128. ff_damage_reduction_grenade_self "1" // How much to damage a player does to himself with his own grenade. Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy)
  129. ff_damage_reduction_other "1" // How much to reduce damage done to teammates by things other than bullets and grenades. Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy)
  130. mp_limitteams "0" // Max # of players 1 team can have over another (0 disables check)
  131. mp_display_kill_assists "0"
  132. mp_radar_showall "1" // Determines who should see all. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists.
  133. mp_td_dmgtokick "99999" // The damage threshhold players have to exceed in a match to get kicked.
  134. mp_td_dmgtowarn "99999" // The damage threshhold players have to exceed in a match to get warned that they are about to be kicked.
  135. mp_td_spawndmgthreshold "99999" // The damage threshold players have to exceed at the start of the round to be warned/kick.
  136. mp_tkpunish "0" // Will TK'ers and team damagers be punished in the next round? {0=no, 1=yes}
  137. //mp_playerid // Controls what information player see in the status bar: 0 all names; 1 team names; 2 no names
  138. //mp_playerid_delay // Number of seconds to delay showing information in the status bar
  139. //mp_playerid_hold // Number of seconds to keep showing old information in the status bar
  140. ///mp_limitteams "0" // : Max # of players 1 team can have over another (0 disables check)
  141. mp_humanteam "any" //Restricts human players to a single team {any, CT, T}
  142. mp_autoteambalance "0" //
  143. mp_do_warmup_offine "0" //Whether or not to do a warmup period at the start of a match in an offline (bot) match.
  144. mp_do_warmup_period "0" //Whether or not to do a warmup period at the start of a match.
  145. mp_autokick "0"
  146. mp_competitive_endofmatch_extra_time "3" // After a competitive match finishes rematch voting extra time is given for rankings.
  147.  
  148. mp_match_can_clinch "0" : , "rep", "cl" : Can a team clinch and end the match by being so far ahead that the other team has no way to catching up?
  149. mp_match_end_changelevel "0" : , "rep", "cl" : At the end of the match, perform a changelevel even if next map is the same
  150. mp_match_end_restart "1" : , "rep", "cl" : At the end of the match, perform a restart instead of loading a new map
  151. mp_match_restart_delay "0" : , "rep", "cl" : Time (in seconds) until a match restarts.
  152.  
  153. // spectator, death, spawning and camera convars
  154. spec_freeze_time "0" // Time spend frozen in observer freeze cam.
  155. spec_freeze_time_lock "0" // Time players are prevented from skipping the freeze cam
  156. spec_freeze_traveltime "0" // Time taken to zoom in to frame a target in observer freeze cam.
  157. spec_freeze_traveltime_long "0" // cl" : Time taken to zoom in to frame a target in observer freeze cam when they are far away.
  158. spec_freeze_deathanim_time "1" // The time that the death cam will spend watching the player's ragdoll before going into the freeze death cam.
  159. spec_freeze_panel_extended_time "0" // Time spent with the freeze panel still up after observer freeze cam is done.
  160. spec_allow_roaming "1" //If nonzero, allow free-roaming spectator camera.
  161.  
  162. mp_forcecamera "0" // Restricts spectator modes for dead players. 0 = Any team. 1 = Only own team. 2 = No one; fade to black on death (previously mp_fadetoblack).
  163. mp_respawn_immunitytime "0" // How many seconds after respawn immunity lasts.
  164. mp_respawn_on_death_t "1" // When set to 1, terrorists will respawn after dying.
  165. mp_respawn_on_death_ct "1" // When set to 1, counter-terrorists will respawn after dying.
  166. mp_display_kill_assists "0" // Whether to display and score player assists
  167. mp_use_respawn_waves "0" // When set to 1, and that player's team is set to respawn, they will respawn in waves.
  168. mp_respawnwavetime_ct "5" // Time between respawn waves for CTs.
  169. mp_respawnwavetime_t "5" // Time between respawn waves for Terrorists.
  170. mp_randomspawn "0"
  171. mp_randomspawn_los "0"
  172. mp_use_respawn_waves "0"
  173. mp_spawnprotectiontime "0"
  174. mp_teamflag_1 "us" //Enter a country's alpha 2 code to show that flag next to team 1's name in the spectator scoreboard.
  175. mp_teamflag_2 "us" //Enter a country's alpha 2 code to show that flag next to team 2's name in the spectator scoreboard.
  176. // world and movement convars
  177. //sv_force_transmit_players "1" // Will transmit players to all clients regardless of PVS checks.
  178. //sv_skyname "vertigoblue_hdr" // Current name of the skybox texture
  179. Sv_showimpacts "2" // Shows client (red) and server (blue) bullet impact point (1=both, 2=client-only, 3=server-only)
  180. Sv_showimpacts_penetration "0" // Shows extra data when bullets penetrate. (use sv_showimpacts_time to increase time shown)
  181. Sv_showimpacts_time "2" // Duration bullet impact indicators remain before disappearing
  182. Sv_staminajumpcost ".080" // Stamina penalty for jumping
  183. Sv_staminalandcost ".050" // Stamina penalty for landing
  184. Sv_staminamax "80" // Maximum stamina penalty
  185. Sv_staminarecoveryrate "60" // Rate at which stamina recovers (units/sec)
  186. sv_regeneration_force_on "0" // Cheat to test regenerative health systems
  187. sv_accelerate "5.5" // Linear acceleration amount (old value is 5.6)
  188. sv_accelerate_use_weapon_speed "1" //
  189. sv_airaccelerate "12" //
  190. sv_gravity "800" // World gravity.
  191. sv_stopspeed "80" // Minimum stopping speed when on ground.
  192. sv_airaccelerate "12"
  193. sv_wateraccelerate //"10"
  194. sv_waterfriction //"1"
  195. sv_friction "5.2"
  196. sv_bounce "0" // Bounce multiplier for when physically simulated objects collide with other objects.
  197. sv_maxvelocity "3500" // Maximum speed any ballistically moving object is allowed to attain per axis.
  198. sv_maxspeed "320"
  199. sv_grenade_trajectory "1" // "cl" : Shows grenade trajectory visualization in-game.
  200. sv_grenade_trajectory_dash "1" // Dot-dash style grenade trajectory arc
  201. sv_grenade_trajectory_thickness ".5" // : Visible thickness of grenade trajectory arc
  202. sv_grenade_trajectory_time "20" // Length of time grenade trajectory remains visible.
  203. sv_grenade_trajectory_time_spectator "40" // : Length of time grenade trajectory remains visible as a spectator.
  204.  
  205. //sv_coaching_enabled 0 // Allows spectating and communicating with a team ( 'coach t' or 'coach ct' )
  206. //sv_competitive_minspec 1 // " : Enable to force certain client convars to minimum/maximum values to help prevent competitive advantages.
  207. //v_competitive_official_5v5 0 // : Enable to force the server to show 5v5 scoreboards and allows spectators to see characters through walls.
  208. sv_holiday_mode "0" // : 0 = OFF, 1 = Halloween, 2 = Winter
  209. sv_ignoregrenaderadio "1" // : Turn off Fire in the hole messages
  210. sv_infinite_ammo "1" // : Player's active weapon will never run out of ammo. If set to 2 then player has infinite total ammo but still has to reload the
  211. sv_matchend_drops_enabled "0" // : Rewards gameplay time is always accumulated for players, but drops at the end of the match can be prevented
  212. //sv_max_allowed_net_graph "10" // :etermines max allowed net_graph value for clients.
  213. mp_warmup_end
  214. endround
  215. bot_kick
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