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  1. // This file should include convars which custom bsps are permitted to change via the bsp cfg file
  2. // if a convar doesn't exist in this list, a map is not permitted to change it via the map's cfg file
  3. // all convars in this list will also get set to their default values when a game mode cfg file is executed
  4.  
  5. "convars"
  6. {
  7. // bot convars
  8. bot_autodifficulty_threshold_high 1 // Amount above avg human contribution score, above which a bot should lower its difficulty
  9. bot_autodifficulty_threshold_low 1 // Amount below avg human contribution score, below which a bot should raise its difficulty
  10. bot_chatter 1 // Control how bots talk. Allowed values: 'off', 'radio', 'minimal', or 'normal'.
  11. bot_defer_to_human_goals 1 // If nonzero and there is a human on the team, the bots will not do the scenario tasks.
  12. bot_defer_to_human_items 1 // If nonzero and there is a human on the team, the bots will not get scenario items.
  13. bot_difficulty 1
  14. bot_quota 1 // Determines the total number of bots in the game.
  15. 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, where N is bot_quota. If 'match', the server will maintain a 1:N ratio of humans to bots, where N is bot_quota.
  16. bot_allow_grenades 1 // If nonzero, bots may use grenades.
  17. bot_allow_pistols 1 // If nonzero, bots may use pistols.
  18. bot_allow_sub_machine_guns 1 // If nonzero, bots may use sub-machine guns.
  19. bot_allow_shotguns 1 // If nonzero, bots may use shotguns.
  20. bot_allow_rifles 1 // If nonzero, bots may use rifles.
  21. bot_allow_snipers 1 // If nonzero, bots may use sniper rifles.
  22. bot_allow_machine_guns 1 // If nonzero, bots may use the machine gun.
  23. sv_auto_adjust_bot_difficulty 1
  24. sv_bots_get_easier_each_win 1
  25. sv_bots_force_rebuy_every_round 1
  26. sv_bots_get_harder_after_each_wave 1 // only used in Guardian mode
  27.  
  28. // player/team cash award and buy convars
  29. mp_playercashawards 1 // Players can earn money by performing in-game actions
  30. cash_player_bomb_defused 1
  31. cash_player_bomb_planted 1
  32. cash_player_damage_hostage 1 // The penalty (or bonus) players get from harming a hostage
  33. cash_player_interact_with_hostage 1
  34. cash_player_killed_enemy_default 1 // Money award to player when they kill an enemy (which then gets scaled per weapon)
  35. cash_player_killed_enemy_factor 1 // Scaler that adjusts the money recieved per kill
  36. cash_player_killed_hostage 1 // The penalty (or bonus) players get for killing a hostage
  37. cash_player_killed_teammate 1
  38. cash_player_rescued_hostage 1
  39. cash_player_respawn_amount 1 // The money bonus a play can get when they respawn (if respawning is enabled)
  40. cash_player_get_killed 1 // Money a player can get when they are killed by another player
  41. mp_teamcashawards 1 // Teams can earn money by performing in-game actions
  42. cash_team_elimination_bomb_map 1
  43. cash_team_elimination_hostage_map_t 1
  44. cash_team_elimination_hostage_map_ct 1
  45. cash_team_hostage_alive 1
  46. cash_team_hostage_interaction 1
  47. cash_team_loser_bonus 1
  48. cash_team_loser_bonus_consecutive_rounds 1
  49. cash_team_planted_bomb_but_defused 1
  50. cash_team_rescued_hostage 1
  51. cash_team_terrorist_win_bomb 1
  52. cash_team_win_by_defusing_bomb 1
  53. cash_team_win_by_hostage_rescue 1
  54. cash_team_win_by_time_running_out_bomb 1
  55. cash_team_win_by_time_running_out_hostage 1
  56. cash_team_survive_guardian_wave 1
  57. mp_afterroundmoney 1 // Amount of money awared to every player after each round
  58. mp_buytime 1 // How many seconds after round start players can buy items for.
  59. mp_buy_anywhere 1
  60. mp_buy_during_immunity 1
  61. mp_startmoney 1 // Amount of money each player starts with on match start, half start or reset
  62. mp_maxmoney 1 // maximum amount of money allowed in a player's account
  63. sv_buy_status_override 1 // Override for buy status map info. 0 = everyone can buy, 1 = ct only, 2 = t only 3 = nobody
  64.  
  65. // item convars
  66. mp_death_drop_defuser 1 // Whether a defuser drops from a player holding on when they die
  67. mp_death_drop_grenade 1 // Which grenade to drop on player death: 0=none, 1=best, 2=current or best
  68. mp_death_drop_gun 1 // Which gun to drop on player death: 0=none, 1=best, 2=current or best
  69. mp_deathcam_skippable 1 // Determines whether a player can early-out of the deathcam
  70. mp_defuser_allocation 1 // How to allocate defusers to CTs at start or round: 0=none, 1=random, 2=everyone
  71. mp_give_player_c4 1 // Whether this map should spawn a c4 bomb for a player or not
  72. mp_free_armor 1 // Determines whether armor and helmet are given automatically.
  73. mp_molotovusedelay 1 // Number of seconds to delay before the molotov can be used after acquiring it
  74. mp_weapons_allow_zeus 1 // Determines whether the Zeus is purchasable or not
  75. 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.
  76. 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.
  77. 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: 'weapon_knife weapon_taser'. Remember to set mp_weapons_allow_zeus to 1 if you want to give a taser!
  78. mp_ct_default_secondary 1 // The default secondary (pistol) weapon that the CTs will spawn with
  79. mp_ct_default_primary 1 // The default primary (rifle) weapon that the CTs will spawn with
  80. 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 weapon_hegrenade'
  81. mp_t_default_melee 1 // 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!
  82. mp_t_default_secondary 1 // The default secondary (pistol) weapon that the Ts will spawn with
  83. mp_t_default_primary 1 // The default primary (rifle) weapon that the Ts will spawn with
  84. mp_t_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 weapon_hegrenade'
  85. mp_buy_allow_grenades 1 // Whether or not grenades can be purchased from the buy menu
  86. mp_weapons_allow_typecount 1 // How many weapons of each type can be purchased
  87.  
  88. // round and match setting convars
  89. mp_freezetime 1 // how many seconds to keep players frozen when the round starts
  90. mp_force_pick_time 1 // The amount of time a player has on the team screen to make a selection before being auto-teamed
  91. mp_halftime 1 // Set to 1 to stay in halftime indefinitely. Set to 0 to resume the timer.
  92. mp_match_can_clinch 1 // 0=No mercy rule, 1=team can clinch match win early if they win > 1/2 total rounds
  93. mp_maxrounds 1 // max number of rounds to play before server changes maps
  94. mp_roundtime 1 // How many minutes each round takes.
  95. mp_roundtime_defuse 1 // How many minutes each round of Bomb Defuse takes.
  96. mp_roundtime_hostage 1 // How many minutes each round of Hostage Rescue takes.
  97. mp_timelimit 1 // Allow the match to end when mp_timelimit hits instead of waiting for the end of the current round.
  98. mp_warmuptime 1 // How long the warmup period lasts. Changing this value resets warmup.
  99. mp_warmuptime_all_players_connected 1 // How long the warmup period lasts after all humans have connected.
  100. mp_warmup_pausetimer 1 // Set to 1 to stay in warmup indefinitely. Set to 0 to resume the timer.
  101. mp_halftime_pausetimer 1 // Set to 1 to stay in halftime indefinitely. Set to 0 to resume the timer.
  102. mp_default_team_winner_no_objective 1 // if set, the map will declare this team the winner when the round timer expires. (-1 == map default, 0 == draw, 2 == Ts, 3 == CTs)
  103. mp_hostagepenalty 1 // Terrorist are kicked for killing too much hostages
  104.  
  105. // damage, team and communication convars
  106. mp_solid_teammates 1 // Determines whether teammates are solid or not.
  107. sv_allow_votes 1 // Voting allowed in this mode
  108. sv_alltalk 1 // When set, players can hear all enemy communication (voice, chat)
  109. sv_auto_full_alltalk_during_warmup_half_end 1 // When enabled, full alltalk is enabled at warmup, halftime and endgame
  110. sv_deadtalk 1 // When set, dead players can speak (voice, text) to the living
  111. sv_ignoregrenaderadio 1 // Turn off Fire in the hole messages
  112. mp_teammates_are_enemies 1 // When set, your teammates act as enemies and all players are valid targets.
  113. 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%)
  114. 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%)
  115. 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%)
  116. 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%)
  117. mp_friendlyfire 1 // Allows team members to injure other members of their team
  118. 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)
  119. 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)
  120. 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)
  121. 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)
  122. mp_limitteams 1 // Max # of players 1 team can have over another (0 disables check)
  123.  
  124. // spectator, death, spawning and camera convars
  125. spec_freeze_panel_extended_time 1 // Time spent with the freeze panel still up after observer freeze cam is done.
  126. spec_freeze_time 1 // Time spend frozen in observer freeze cam.
  127. mp_forcecamera 1 // Restricts spectator modes for dead players. 0 = Any team. 1 = Only own team. 2 = No one; fade to black on death (previously mp_fadetoblack).
  128. mp_respawn_immunitytime 1 // How many seconds after respawn immunity lasts.
  129. mp_respawn_on_death_t 1 // When set to 1, terrorists will respawn after dying.
  130. mp_respawn_on_death_ct 1 // When set to 1, counter-terrorists will respawn after dying.
  131. mp_display_kill_assists 1 // Whether to display and score player assists
  132. mp_use_respawn_waves 1 // When set to 1, and that player's team is set to respawn, they will respawn in waves.
  133. mp_respawnwavetime_ct 1 // Time between respawn waves for CTs.
  134. mp_respawnwavetime_t 1 // Time between respawn waves for Terrorists.
  135. mp_randomspawn 1 // Determines whether players are to spawn. 0 = default; 1 = both teams; 2 = Terrorists; 3 = CTs.
  136. mp_randomspawn_los 1
  137. mp_randomspawn_dist 1
  138. mp_radar_showall 1 // Determines who should see all in the radar. 0 = default. 1 = both teams. 2 = Terrorists. 3 = CTs.
  139. mp_force_assign_teams 1
  140.  
  141. // world and movement convars
  142. sv_gravity 1 // World gravity. (default is 800)
  143. sv_accelerate 1
  144. sv_stopspeed 1 //"Minimum stopping speed when on ground.
  145. sv_airaccelerate 1
  146. sv_wateraccelerate 1
  147. sv_waterfriction 1
  148. sv_friction 1 //"World friction."
  149. sv_bounce 1 //"Bounce multiplier for when physically simulated objects collide with other objects.
  150. sv_maxvelocity 1 //Maximum speed any ballistically moving object is allowed to attain per axis.
  151. sv_maxspeed 1
  152.  
  153. sv_bot_buy_grenade_chance 1
  154. sv_bot_buy_smoke_weight 1
  155. sv_bot_buy_flash_weight 1
  156. sv_bot_buy_decoy_weight 1
  157. sv_bot_buy_molotov_weight 1
  158. sv_bot_buy_hegrenade_weight 1
  159.  
  160. sv_guardian_min_wave_for_heavy 1
  161. sv_guardian_max_wave_for_heavy 1
  162. sv_guardian_heavy_count 1
  163. sv_guardian_heavy_all 1
  164.  
  165. // gungame/armsrace
  166. mp_ggprogressive_round_restart_delay 1
  167. mp_ggtr_bomb_defuse_bonus 1
  168. mp_ggtr_bomb_detonation_bonus 1
  169. mp_ggtr_bomb_pts_for_flash 1
  170. mp_ggtr_bomb_pts_for_he 1
  171. mp_ggtr_bomb_pts_for_molotov 1
  172. mp_ggtr_bomb_pts_for_upgrade 1
  173. mp_ggtr_bomb_respawn_delay 1
  174. mp_ggtr_end_round_kill_bonus 1
  175. mp_ggtr_halftime_delay 1
  176. mp_ggtr_last_weapon_kill_ends_half 1
  177. sv_arms_race_vote_to_restart_disallowed_after 1
  178. mp_coop_force_join_ct 1
  179. bot_allow_rogues 1
  180. mp_guardian_special_kills_needed 1
  181. mp_guardian_special_weapon_needed 1
  182. mp_guardian_player_dist_min 1
  183. mp_guardian_player_dist_max 1
  184. mp_guardian_target_site 1
  185. mp_hostages_spawn_force_positions 1
  186. mp_hostages_spawn_same_every_round 1
  187. mp_guardian_bot_money_per_wave 1
  188. sv_disable_show_team_select_menu 1
  189. mp_hostages_max 1
  190. spec_replay_enable 1 // the default is "0". the "1" here is not used
  191. mp_round_restart_delay 1 // the default is "7". the "1" here is not used
  192. mp_coopmission_bot_difficulty_offset 1
  193. sv_duplicate_playernames_ok 1
  194. mp_anyone_can_pickup_c4 1
  195. mp_c4_cannot_be_defused 1
  196. mp_c4timer 1
  197. mp_coopmission_mission_number 1
  198. weapon_reticle_knife_show 1
  199. mp_death_drop_c4 1
  200. //sv_skyname 1
  201. }
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