Suppenbiatch

botgame

Feb 24th, 2020
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  1. // Electronic Sports League
  2. // CS:GO 3on3/5on5 Ladder Config
  3. // 21.05.2015
  4. bot_kick
  5.  
  6. mp_buy_anywhere 0
  7. mp_solid_teammates 1
  8. mp_friendlyfire 1
  9. mp_respawn_on_death_ct 1
  10. mp_respawn_on_death_t 1
  11.  
  12.  
  13. ammo_grenade_limit_default 1
  14. ammo_grenade_limit_flashbang 2
  15. ammo_grenade_limit_total 4
  16.  
  17. bot_quota "0" // Determines the total number of bots in the game
  18.  
  19. cash_player_bomb_defused 300
  20. cash_player_bomb_planted 300
  21. cash_player_damage_hostage -30
  22. cash_player_interact_with_hostage 150
  23. cash_player_killed_enemy_default 300
  24. cash_player_killed_enemy_factor 1
  25. cash_player_killed_hostage -1000
  26. cash_player_killed_teammate -300
  27. cash_player_rescued_hostage 1000
  28. cash_team_elimination_bomb_map 3250
  29. cash_team_hostage_alive 150
  30. cash_team_hostage_interaction 150
  31. cash_team_loser_bonus 1400
  32. cash_team_loser_bonus_consecutive_rounds 500
  33. cash_team_planted_bomb_but_defused 800
  34. cash_team_rescued_hostage 750
  35. cash_team_terrorist_win_bomb 3500
  36. cash_team_win_by_defusing_bomb 3500
  37. cash_team_win_by_hostage_rescue 3500
  38. cash_player_get_killed 0
  39. cash_player_respawn_amount 0
  40. cash_team_elimination_hostage_map_ct 2000
  41. cash_team_elimination_hostage_map_t 1000
  42. cash_team_win_by_time_running_out_bomb 3250
  43. cash_team_win_by_time_running_out_hostage 3250
  44.  
  45.  
  46. ff_damage_reduction_grenade 0.85 // 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)
  47. ff_damage_reduction_bullets 0.33 // 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)
  48. ff_damage_reduction_other 0.4 // 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)
  49. 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)
  50.  
  51. mp_afterroundmoney 0 // amount of money awared to every player after each round
  52. mp_autokick 0 // Kick idle/team-killing players
  53. mp_autoteambalance 0
  54. mp_buytime 9999 // How many seconds after round start players can buy items for.
  55. mp_c4timer 40 // How long from when the C4 is armed until it blows
  56. mp_death_drop_defuser 1 // Drop defuser on player death
  57. mp_death_drop_grenade 2 // Which grenade to drop on player death: 0=none, 1=best, 2=current or best
  58. mp_death_drop_gun 1 // Which gun to drop on player death: 0=none, 1=best, 2=current or best
  59. mp_defuser_allocation 0 // How to allocate defusers to CTs at start or round: 0=none, 1=random, 2=everyone
  60. mp_do_warmup_period 1 // Whether or not to do a warmup period at the start of a match.
  61. mp_forcecamera 1 // Restricts spectator modes for dead players
  62. mp_force_pick_time 160 // The amount of time a player has on the team screen to make a selection before being auto-teamed
  63. mp_free_armor 0 // Determines whether armor and helmet are given automatically.
  64. mp_freezetime 12 // How many seconds to keep players frozen when the round starts
  65. mp_friendlyfire 1 // Allows team members to injure other members of their team
  66. mp_halftime 1 // Determines whether or not the match has a team-swapping halftime event.
  67. mp_halftime_duration 15 // Number of seconds that halftime lasts
  68. mp_join_grace_time 30 // Number of seconds after round start to allow a player to join a game
  69. mp_limitteams 0 // Max # of players 1 team can have over another (0 disables check)
  70. mp_logdetail 3 // Logs attacks. Values are: 0=off, 1=enemy, 2=teammate, 3=both)
  71. mp_match_can_clinch 1 // Can a team clinch and end the match by being so far ahead that the other team has no way to catching up
  72. mp_match_end_restart 1 // At the end of the match, perform a restart instead of loading a new map
  73. mp_maxmoney 16000 // maximum amount of money allowed in a player's account
  74. mp_maxrounds 30 // max number of rounds to play before server changes maps
  75. mp_molotovusedelay 0 // Number of seconds to delay before the molotov can be used after acquiring it
  76. mp_overtime_enable 1 // Use overtime rules to determine winner
  77. mp_overtime_maxrounds 10
  78. mp_overtime_startmoney 16000
  79. mp_playercashawards 1 // Players can earn money by performing in-game actions
  80. mp_playerid 0 // Controls what information player see in the status bar: 0 all names; 1 team names; 2 no names
  81. mp_playerid_delay 0.5 // Number of seconds to delay showing information in the status bar
  82. mp_playerid_hold 0.25 // Number of seconds to keep showing old information in the status bar
  83. mp_round_restart_delay 7 // Number of seconds to delay before restarting a round after a win
  84. mp_roundtime 1.75 // How many minutes each round takes.
  85. mp_roundtime_defuse 2 // How many minutes each round takes on defusal maps.
  86. mp_solid_teammates 1 // Determines whether teammates are solid or not.
  87. mp_startmoney 800 // amount of money each player gets when they reset
  88. mp_teamcashawards 1 // Teams can earn money by performing in-game actions
  89. mp_timelimit 0 // game time per map in minutes
  90. mp_tkpunish 0 // Will a TK'er be punished in the next round? {0=no, 1=yes}
  91. mp_warmuptime 1 // If true, there will be a warmup period/round at the start of each match to allow
  92. 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.
  93. mp_weapons_allow_zeus 1 // Determines whether the Zeus is purchasable or not.
  94. mp_win_panel_display_time 15 // The amount of time to show the win panel between matches / halfs
  95.  
  96. spec_freeze_time 5.0 // Time spend frozen in observer freeze cam.
  97. spec_freeze_panel_extended_time 0 // Time spent with the freeze panel still up after observer freeze cam is done.
  98.  
  99. sv_accelerate 5.5 // ( def. "10" ) client notify replicated
  100. sv_stopspeed 80 //
  101. sv_allow_votes 0 // Allow voting?
  102. sv_allow_wait_command 0 // Allow or disallow the wait command on clients connected to this server.
  103. sv_alltalk 0 // Players can hear all other players' voice communication, no team restrictions
  104. sv_alternateticks 0 // If set, server only simulates entities on even numbered ticks.
  105.  
  106. sv_clockcorrection_msecs 15 // The server tries to keep each player's m_nTickBase withing this many msecs of the server absolute tickcount
  107. sv_consistency 0 // Whether the server enforces file consistency for critical files
  108. sv_contact 0 // Contact email for server sysop
  109. sv_damage_print_enable 1 // Turn this off to disable the player's damage feed in the console after getting killed.
  110. sv_dc_friends_reqd 0 // Set this to 0 to allow direct connects to a game in progress even if no presents
  111. sv_deadtalk 0 // Dead players can speak (voice, text) to the living
  112. sv_forcepreload 0 // Force server side preloading.
  113. sv_friction 5.2 // World friction.
  114. sv_full_alltalk 0 // Any player (including Spectator team) can speak to any other player
  115. sv_gameinstructor_disable 1 // Force all clients to disable their game instructors.
  116. sv_ignoregrenaderadio 0 // Turn off Fire in the hole messages
  117. sv_kick_players_with_cooldown 0 // (0: do not kick; 1: kick Untrusted players; 2: kick players with any cooldown)
  118. sv_kick_ban_duration 0 // How long should a kick ban from the server should last (in minutes)
  119. sv_lan 0 // Server is a lan server ( no heartbeat, no authentication, no non-class C addresses )
  120. sv_log_onefile 0 // Log server information to only one file.
  121. sv_logbans 1 // Log server bans in the server logs.
  122. sv_logecho 1 // Echo log information to the console.
  123. sv_logfile 1 // Log server information in the log file.
  124. sv_logflush 0 // Flush the log file to disk on each write (slow).
  125. sv_logsdir logfiles // Folder in the game directory where server logs will be stored.
  126. sv_maxrate 0 // min. 0.000000 max. 30000.000000 replicated Max bandwidth rate allowed on server, 0 == unlimited
  127. sv_mincmdrate 30 // This sets the minimum value for cl_cmdrate. 0 == unlimited.
  128. sv_minrate 20000 // Min bandwidth rate allowed on server, 0 == unlimited
  129. sv_competitive_minspec 1 // Enable to force certain client convars to minimum/maximum values to help prevent competitive advantages.
  130. sv_competitive_official_5v5 0 // Enable to force the server to show 5v5 scoreboards and allows spectators to see characters through walls.
  131. sv_pausable 0 // Is the server pausable.
  132. sv_pure 1
  133. sv_pure_kick_clients 1 // If set to 1, the server will kick clients with mismatching files. Otherwise, it will issue a warning to the client.
  134. sv_pure_trace 0 // If set to 1, the server will print a message whenever a client is verifying a CR
  135. sv_spawn_afk_bomb_drop_time 30 // Players that spawn and don't move for longer than sv_spawn_afk_bomb_drop_time (default 15 seconds) will automatically drop the bomb.
  136. sv_steamgroup_exclusive 0 // If set, only members of Steam group will be able to join the server when it's empty, public people will be able to join the server only if it has players.
  137. sv_voiceenable 1
  138. bot_add_t
  139. bot_add_t
  140. bot_add_t
  141. bot_add_t
  142. bot_add_t
  143. bot_add_t
  144. bot_add_t
  145. bot_add_t
  146.  
  147. say ">ESL CS:GO 5on5 Config loaded<"
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