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- ////Sometimes teh first few lines don't load,
- ////aANNOYING
- bot_chatter "0"
- alias vprac "exec vprac.cfg"
- alias vbind "exec vbind.cfg"
- alias valias "exec valias.cfg"
- alias ea "exec autoexec.cfg"
- sv_cheats 1
- bot_chatter off
- exec headphones2.cfg
- exec valias
- exec vbind
- /////////
- ///HUD///
- //////////
- safezonex ".85" /// The percentage of the screen width that is considered safe from overscan
- safezoney ".85" /// The percentage of the screen height that is considered safe from overscan
- hud_scaling ".95" /// Scales hud elements
- hud_showtargetid "1" /// Enables display of target names
- cl_hud_background_alpha "0" ///
- cl_hud_bomb_under_radar "0" ///
- cl_hud_color "9" /// 0 = default, 1 = light blue, 2 = orange, 3 = green, 4 = purple, 5 = white.
- cl_hud_healthammo_style "2" ///
- cl_hud_playercount_pos "1" /// 0 = default (top), 1 = bottom
- cl_hud_playercount_showcount "1" /// 0 = show player avatars (default), 1 = just show count number (no avatars)
- cl_hud_radar_scale "1" ///
- cl_radar_always_centered "1" /// If set to 0, the radar is maximally used. Otherwise the player is always centered, even at map extents.
- cl_radar_icon_scale_min "1" /// Sets the minimum icon scale. Valid values are 0.4 to 1.0.
- cl_radar_rotate "1" /// 1
- cl_radar_scale "1" /// Sets the radar scale. Valid values are 0.25 to 1.0.
- cl_radar_square_with_scoreboard "0" /// If set, the radar will toggle to square when the scoreboard is visible.
- cl_inv_showdividerline "0" /// If 1, will show a divider line above the grenades in the inventory panel.
- cl_loadout_colorweaponnames "0" /// If set to true, the weapon names are colored in the weapon loadout to match their rarity.
- cl_show_clan_in_death_notice "0" /// Is set, the clan name will show next to player names in the death notices.
- cl_showfps "0" /// Draw fps meter (1 = fps, 2 = smooth, 3 = server, 4 = Show+LogToFile, 5 = Thread and wait times +10 = detailed )
- cl_showhelp "0" /// Set to 0 to not show on-screen help
- cl_showloadout "1" /// Toggles display of current loadout.
- cl_showpluginmessages "1" /// Allow plugins to display messages to you
- cl_showpos "0" /// Draw current position at top of screen
- cl_teamid_overhead "1" /// Shows teamID over player's heads. 0 = off, 1 = on
- cl_teamid_overhead_name_alpha "100" /// The max alpha the overhead ID names will draw as.
- cl_teamid_overhead_name_fadetime "1" /// How long it takes for the overhad name to fade out once your crosshair has left the target.
- cl_teammate_colors_show "2" /// In competitive, 1 = show teammates as separate colors in the radar, scoreboard, etc., 2 = show colors and letters
- closeonbuy "1" /// Set non-zero to close the buy menu after buying something
- cl_scoreboard_mouse_enable_binding "buymenu" /// Name of the binding to enable mouse selection in the scoreboard
- cl_use_opens_buy_menu "0" /// Pressing the +use key will open the buy menu if in a buy zone (just as if you pressed the 'buy' key).
- /////////////
- ///NETCODE///
- /////////////
- fps_max "250" /// Frame rate limiter
- cl_cmdrate "128"
- cl_updaterate "128" /// Number of packets per second of updates you are requesting from the server
- cl_interp "0" /// Sets the interpolation amount (bounded on low side by server interp ratio settings).
- cl_interp_ratio "1" /// Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
- rate "128000" /// Max bytes/sec the host can receive data
- rcon_password "ourbase" /// remote console password.
- net_maxroutable "1200" /// Requested max packet size before packets are 'split'.
- net_splitrate "0" /// Number of fragments for a splitpacket that can be sent per frame
- mm_csgo_community_search_players_min "5" /// When performing CSGO community matchmaking look for servers with at least so many human players
- mm_dedicated_search_maxping "50" /// Longest preferred ping to dedicated servers for games
- net_allow_multicast "0"
- ///////////////
- ///crosshair///
- ///////////////
- crosshair "0"
- cl_crosshair_drawoutline "0" // Draws a black outline around the crosshair for better visibility
- cl_crosshair_dynamic_maxdist_splitratio "0" // If using cl_crosshairstyle 2, this is the ratio used to determine how long the inner and outer xhair pips will be. [inner = cl_
- cl_crosshair_dynamic_splitalpha_innermod "1" // If using cl_crosshairstyle 2, this is the alpha modification that will be used for the INNER crosshair pips once they've split.
- cl_crosshair_dynamic_splitalpha_outermod "0" // If using cl_crosshairstyle 2, this is the alpha modification that will be used for the OUTER crosshair pips once they've split.
- cl_crosshair_dynamic_splitdist "3" // If using cl_crosshairstyle 2, this is the distance that the crosshair pips will split into 2. (default is 7)
- cl_crosshair_outlinethickness "1" // Set how thick you want your crosshair outline to draw (0.1-3)
- cl_crosshairalpha "255" //
- cl_crosshaircolor "5" // Set crosshair color as defined in game_options.consoles.txt
- cl_crosshaircolor_b "147" //
- cl_crosshaircolor_g "20" //
- cl_crosshaircolor_r "255" //
- cl_crosshairdot "1" //
- cl_crosshairgap "0" //
- cl_crosshairgap_useweaponvalue "0" // If set to 1, the gap will update dynamically based on which weapon is currently equipped
- cl_crosshairscale "0" // Crosshair scaling factor (deprecated)
- cl_crosshairsize "500" //
- cl_crosshairstyle "2" // 0 = DEFAULT, 1 = DEFAULT STATIC, 2 = ACCURATE SPLIT (accurate recoil/spread feedback with a fixed inner part), 3 = ACCURATE DYN
- cl_crosshairthickness "0" //
- //
- cl_viewmodel_shift_right_amt ".25" /// min. 0.250000 max. 2.000000 The amount the viewmodel shifts to the right when shooting accuracy decreases.
- viewmodel_fov "54"
- viewmodel_offset_x "2.5"
- viewmodel_offset_y "-2"
- viewmodel_offset_z "-2"
- viewmodel_presetpos "0" /// 1:'Desktop', 2:'Couch', 3:'Classic'
- cl_bob_lower_amt "5" /// The amount the viewmodel lowers when runningmat_monitorgamma "1.600000"
- cl_bobamt_lat ".1" /// min. 0.100000 max. 2.000000 The amount the viewmodel moves side to side when runningr_eyegloss
- cl_bobamt_vert ".1" /// min. 0.100000 max. 2.000000 The amount the viewmodel moves up and down when runningr_eyemove
- cl_viewmodel_shift_left_amt ".5" /// min. 0.500000 max. 2.000000 The amount the viewmodel shifts to the left when shooting accuracy increases.r_eyeshift_x "0"
- r_eyeshift_y "0"
- r_eyeshift_z "0"
- r_eyesize "0"
- r_drawtracers_firstperson "1"
- //////////
- ///MISC///
- //////////
- cl_autobuy "0" /// The order in which autobuy will attempt to purchase items
- cl_autohelp "0" /// Auto-help
- cl_autowepswitch "0" /// Automatically switch to picked up weapons (if more powerful)
- cl_detail_avoid_force "0" /// force with which to avoid players ( in units, percentage of the width of the detail sprite )
- cl_detail_avoid_radius "0" /// radius around detail sprite to avoid players
- cl_detail_avoid_recover_speed "0" /// how fast to recover position after avoiding players
- cl_detail_max_sway "0" /// Amplitude of the detail prop sway
- cl_detail_multiplier "0" /// extra details to create
- cl_disablefreezecam "1" /// Turn on/off freezecam on client
- cl_disablehtmlmotd "0" /// Disable HTML motds.
- cl_dm_buyrandomweapons "0" /// Player will automatically receive a random weapon on spawn in deathmatch if this is set to 1 (otherwise, they will receive the
- cl_downloadfilter "nosounds" /// Determines which files can be downloaded from the
- engine_no_focus_sleep "0" ///
- func_break_max_pieces "1" ///
- custom_bot_difficulty "3" /// Bot difficulty for offline play.
- ///////////
- ///AUDIO///
- ///////////
- //snd_legacy_surround "0" /// Try this on / off
- dsp_enhance_stereo "0" /// Try this on / off
- snd_front_headphone_position "90" /// Specifies the position (in degrees) of the virtual front left/right headphones.
- snd_rear_headphone_position "90" /// Specifies the position (in degrees) of the virtual rear left/right headphones.
- snd_headphone_pan_exponent "1" /// Specifies the exponent for the pan xfade from phone to phone if the 'exp' pan law is being used.
- snd_headphone_pan_radial_weight "0" /// Apply cos(angle) * weight before pan law
- snd_front_stereo_speaker_position "90" /// Specifies the position (in degrees) of the virtual front left/right speakers.
- snd_rear_stereo_speaker_position "90" /// Specifies the position (in degrees) of the virtual rear left/right speakers.
- snd_stereo_speaker_pan_exponent "1" /// Specifies the exponent for the pan xfade from speaker to speaker if the 'exp' pan law is being used.
- snd_stereo_speaker_pan_radial_weight "0" /// Apply cos(angle) * weight before pan law
- windows_speaker_config "1" /// Default (2 Speakers) 1: Headphones 3: 4 Speakers 4: 2 Speakers 6: 5.1 Surround
- snd_mixahead "0.05"
- snd_mute_losefocus "0"
- snd_musicvolume "0.0000"
- //snd_dvar_dist_max "2000"
- //snd_dvar_dist_min "300"
- //snd_duckerattacktime "0.5"
- //snd_duckerreleasetime "2.5"
- //snd_duckerthreshold "0.15"
- //snd_ducking_off "1"
- //snd_ducktovolume "0.55"
- //snd_max_same_sounds "5"
- //snd_max_same_weapon_sounds "5"
- //snd_pitchquality "1"
- //voice_enable "1" /// Toggle voice transmit and receive.
- //voice_scale "1" ///
- //sv_hitbox_debug 1
- //
- ///////////
- /////CON///
- ////////////
- //
- //con_enable "1" /// Allows the console to be activated.
- //con_filter_enable "" /// Filters console output based on the setting of con_filter_text. 1 filters completely, 2 displays filtered text brighter than ot
- //con_filter_text "" /// Text with which to filter console spew. Set con_filter_enable 1 or 2 to activate.
- //con_filter_text_out "" /// Text with which to filter OUT of console spew. Set con_filter_enable 1 or 2 to activate.
- //con_logfile "." /// Console output gets written to this file
- //
- /////////////
- /////MOUSE///
- ////////////
- //
- //sensitivity ".9" /// Mouse sensitivity.
- //zoom_sensitivity_ratio_mouse ".8" /// Additional mouse sensitivity scale factor applied when FOV is zoomed in.
- //m_customaccel "0" /// Custom mouse acceleration: 0: custom accelaration disabled 1: mouse_acceleration = min(m_customaccel_max, pow(raw_mouse_delta,
- //m_customaccel_exponent "0" /// Mouse move is raised to this power before being scaled by scale factor.
- //m_customaccel_max "0" /// Max mouse move scale factor, 0 for no limit
- //m_customaccel_scale "0" /// Custom mouse acceleration value.
- //m_forward "0" /// Mouse forward factor.
- //m_mouseaccel1 "0" /// Windows mouse acceleration initial threshold (2x movement).
- //m_mouseaccel2 "0" /// Windows mouse acceleration secondary threshold (4x movement).
- //m_mousespeed "0" /// Windows mouse acceleration (0 to disable, 1 to enable [Windows 2000: enable initial threshold], 2 to enable secondary threshold
- //m_pitch "0.022" /// Mouse pitch factor.
- //m_rawinput "1" /// Use Raw Input for mouse input.
- //m_side "0" /// Mouse side factor.
- //m_yaw "0.0220000" /// Mouse yaw factor.
- //option_duck_method "0"
- //option_speed_method "0"
- //
- /////////////////
- /////NET GRAPH///
- /////////////////
- //
- //net_graph "0" /// Draw the network usage data, = 2 prints in/out data, = 3 draws data on payload,
- //net_graphheight "1050" /// Height of netgraph panel
- //net_graphholdsvframerate "1" /// Hold worst case in server framerate line.
- //net_graphmsecs "50" /// The latency graph represents this many milliseconds.
- //net_graphpos "2"
- //net_graphproportionalfont "1" /// Determines whether netgraph font is proportional or not
- //net_graphshowinterp "0" /// Draw the interpolation graph.
- //net_graphshowlatency "1" /// Draw the ping/packet loss graph.
- //net_graphshowsvframerate "1" /// Draw the server framerate graph.
- //
- /////////
- ///CAM///
- ////////
- cam_collision "0"
- cam_idealdelta "0"
- cam_idealdist "150"
- cam_idealdistright "0"
- cam_idealdistup "0"
- cam_ideallag "0"
- cam_idealpitch "0"
- cam_idealyaw "0"
- c_maxdistance "400"
- c_maxpitch "90"
- c_maxyaw "181"
- c_mindistance "25"
- c_minpitch "-90 "
- c_minyaw "-180 "
- c_orthoheight "100 "
- c_orthowidth "100"
- c_thirdpersonshoulder "0"
- c_thirdpersonshoulderaimdist "120 "
- c_thirdpersonshoulderdist "40 "
- c_thirdpersonshoulderheight "0"
- c_thirdpersonshoulderoffset "0"
- /////////// "
- ///sperg/// "
- ///////////
- key_listboundkeys
- "
- ECHO "r_printdecalinfo \\ "
- ECHO "snd_playsounds \\ Play sounds from the game sounds txt file at a given location "
- ECHO "econ_clear_inventory_images \\ clear the local inventory images (they will regenerate) "
- ECHO "cl_ss_origin \\ print origin in script format "
- ECHO "map_showbombradius \\ Shows bomb radius from the center of each bomb site and planted bomb. "
- ECHO "map_showspawnpoints \\ Shows player spawn points (red=invalid). Optionally pass in the duration. "
- ECHO "mat_crosshair \\ Display the name of the material under the crosshair "
- ECHO "r_ropes_holiday_light_color Set each light's color: [light0-3] [r0-255] [g0-255] [b0-255] "
- ECHO "disp_list_all_collideable \\ List all collideable displacements "
- ECHO "display_elapsedtime \\ Displays how much time has elapsed since the game started "
- ECHO "display_game_events \\ "
- ECHO "drawcross \\ Draws a cross at the given location Arguments: x y z "
- ECHO "drawline \\ Draws line between two 3D Points. Green if no collision Red is collides with something Arguments: x1 y1 z1 x2 y2 z2 "
- ECHO "drawoverviewmap \\ Draws the overview map "
- ECHO "drawradar \\ Draws HUD radar "
- ECHO "noclip_fixup \\ "
- ECHO "notarget \\ Toggle. Player becomes hidden to NPCs. "
- ECHO "light_crosshair \\ Show texture color at crosshair "
- ECHO " \\ "
- ECHO "jpeg \\ Take a jpeg screenshot: jpeg <filename> <quality 1-100>. "
- ECHO "cl_removedecals \\ Remove the decals from the entity under the crosshair. "
- ECHO "cl_reload_hud \\ Reloads the hud scale and resets scale and borders "
- ECHO "listmodels \\ List loaded models. "
- ECHO " \\ "
- ECHO "key_updatelayout \\ Updates game keyboard layout to current windows keyboard setting. "
- ECHO "mat_crosshair_printmaterial \\ print the material under the crosshair "
- ECHO " \\ "
- ECHO "weapon_reticle_knife_show \\ When enabled will show knife reticle on clients. Used for game modes requiring target id display when holding a knife. "
- ECHO "prop_crosshair \\ Shows name for prop looking at "
- ECHO "prop_debug \\ Toggle prop debug mode. If on, props will show colorcoded bounding boxes. Red means ignore all damage. White means respond phys "
- ECHO "prop_dynamic_create \\ Creates a dynamic prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name} "
- ECHO "prop_physics_create \\ Creates a physics prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name} "
- ECHO "picker \\ Toggles 'picker' mode. When picker is on, the bounding box, pivot and debugging text is displayed for whatever entity the play "
- echo ";;;,;,;,;,;,;;;,;,;;;;;; .,:,,;,;;;;;;L;LLLLyoESOOp8bO8bbBg83SpGB5ncr;;;;;L:,;,,;,,,;rnnpphnKKS5OOpQgQgg@@@b7 ;[email protected]@L:;;;;;;;;;,;,;,;,;;;;"
- echo ",;,;,;,;,;;;,;,;;;;;;;;L, ..,:,,;,;;;;;;LLrLzcyZhGOEp5hpb8QBOcKEOE5;LLL;L,,;;,:.,:,:;,;;;ro8gQgBQQQQgg@gQZ. rb@ggQBOQbObQggQgBBO;,@F:;;;;;;,;;;;;;;;;,;,;"
- echo ",;;,;,;,;,;;;,;,;;;,;;;;r: ::,.,:,,L;L;L;;;;,;;;;;;j3oy3KOGBn;yOO8pSz7LFryjL;zKGE88BBgg@@@B8EB@@BQg@QG; .ng@@@QQBB8pBQBg@@ggggB8;L@c.;;;;;,;;;;;,;,;;;,;;"
- echo ":;,;,;,;,;,;,;;;;;;;;;;;;L. ..:::.::,;;,;;;,:.... .:,;;;Ljhn;,yhBQ@ggbGzZ3Lnb88OpG88BBQggg@gg3yKppF. ,8@@g@gQBQbB88ObQgoy8BBQBQBzOb.,,;,;;;;;;;,;,;;;;;,;"
- echo ";;;,;,;,;,;;;,;,;;;;;;;;;;L .:::,:. ....,.. ..,:,,;,:...;;c;:,LzSb@@@[email protected];. . ;. ,,;;yc;oE.:Lb@@@@QQBQBQbBbb888QE .zSb8BQgGgL.,;;;;;;;,;;;;;;;,;,;;"
- echo ",;,;,;,;,;,;;;;;;;;;;;;;;LL. :,,,,. .,LFhOb8BQQO8h3z7;;..,L,;;;FOphByhy,;:. .;;. ;:;FZEbBQ8QBQQ@ggQQQgBBbQBQBb8B88bbz:;noOOBgQQ,.;,;;;;;,;;;;;;;,;;;,;"
- echo ",;;,;,;,;,;,;,;;;;;;;;;;;,,:. .:,;,.....;LFjKZ5SShjLF7zrL;. c. ,r7KBB8LLr8S7;;;;LcLcrjSQg@@@gQ8bpbbbQgQgQQQQBbbBBBbBbB88Q@bz;LyohQQQ::,;;;;;;;,;;;;;;;,;;;;"
- echo ":;,;,;,;,;,;,;,;,;;;;;;;;: ...... :::.. ;,;;;::.. y.: . .ZbE8Q@@g.,y38BhjyyFZZES8p8pB8bbQbbQQQQQQQQQQBQbbbQBQbBbbO8g@g5L7ZOQgQ;.;,;;;;;;;;;,;;;,;,;,;"
- echo ",;;,;,;,;,;,;,;,;,;,;;;;L. . . :. :, .zLcr;;;:... :yKEbQQ@@B.p5,3bOOSGhOOOSOGppbQgBBQgQQQQBQQQQQbb8BQQBBbBbbhBg8c;zObgBg,,,;,;,;,;,;;;;;;;;;,;;"
- echo ",;,;,;,;,;,;;;,;;;;;;;;;;; ...,::.. ,c ..,,;;zyn3oZnc;.... ,;ypbQQg@gg;Go3ZohOEO5OOO8b8ObQBBQQBQQQQQQQBQBB8bpQBQQQBBb8SShppQQQpgS.:;;;;;;;;;,;;;,;,;,;,;"
- echo ",;,,;,;,;,;,;;;,;;;;;;;;;;;. ...:::,,;:.K;.,,;Lz7yyyzyrrLL;;....;;jbBgggg@@@8ggbhEhhK5ZEGOSKySGb8bbBbQQgQgQQQQbQBBpQQQQQBB8phbQgQQpB@z.,;;,;;;;;,;,;,;;;,;,;;"
- echo ",;,;,;,;,;,;,;,;,;;;;;;;;;;r;. ....:,;;;:;OF.:,;;LrrLr;L;L;;::::;;;GBgggggggg@@@ggbbOOEEhhoh5OObbBBQQQQQQgQQQQQQQQBBBQQQBB8BpOQgBQbQg8c;,;;;;;;;;;;;,;,;;;,;,;"
- echo ",;,,;,;,;,;,;;;;;;;;;;;;;;;;LL;.......:,;;r;;hG7L;L;rLLLc;r;;,,,;;;,;nbQgggQgggg@g@QQ8B88p8O8OBbbbBBQQgggQgQQQQQQBQQQbQbQQQbQbBEbQQQQQ8;,;;;;;;;;;;;;,;;;,;;;,;;"
- echo ",;,,,;,;,;,;,;,;;;,;;;;;;;;;;;;r: ...:;,;;;;;75hKFyzyFzLc;;;L;L;;;;;yGbQgQgQgQgggQQOo3ESSG8O8pb8QBQBgQgQgQgBQBQBQBQBbBQBQQQbBBbOQbbbgn .;;;;;;;;;;;;;;;,;;;,;,;"
- echo ",;;,;,;,;,;,;,;,;,;;;;;;;;;;;;;;L.. ..::;:;;L;L;LcjyZyZFyzFzzL;,,;;,rjEpQQgQQBgQQBBBQ5r;;LFnK5OOb8bbQBQQgggQQBQBQQQQQbBBQbQQQBB8p8BbQ@O .;;;;;;;;;;;;;;,;;;,;,;;"
- echo ",;,;,;,;,;,;,;,;,;,;;;;;;;;;;;;;;;...:.::;,;;LLyZShGGESEKKjz;,..:;;;;ZSbQgQQQQQQ8bbQQQn;,::;;7ySEppbbBQgQQBQQQbQQQQQQQbBQQBQBQbBObg@@@.::;;;;;;;;;;;;;,;;;;;,;,;"
- echo "106 Identifies model being aimed at."
- echo "107 Identifies texture being aimed at."
- host_writeconfig
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