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

the bsp cfg file


// if a convar doesn't exist in this list, a map is not permitted to change it via
the map's cfg file
// all convars in this list will also get set to their default values when a game
mode cfg file is executed

"convars"
{
ammo_grenade_limit_default 1 // How
many of each grenade (except flashbangs) are we allowed to carry?
ammo_grenade_limit_flashbang 1 // How many
flashbangs are we allowed to carry?
ammo_grenade_limit_total 1 // How
many total grenades can we carry?
ammo_item_limit_healthshot 1 // How
many health shots are we allowed to carry?
bot_allow_grenades 1
// If nonzero, bots may use grenades.
bot_allow_machine_guns 1 // If
nonzero, bots may use the machine gun.
bot_allow_pistols 1 // If
nonzero, bots may use pistols.
bot_allow_rifles 1 // If
nonzero, bots may use rifles.
bot_allow_rogues 1
bot_allow_shotguns 1
// If nonzero, bots may use shotguns.
bot_allow_snipers 1 // If
nonzero, bots may use sniper rifles.
bot_allow_sub_machine_guns 1 // If
nonzero, bots may use sub-machine guns.
bot_autodifficulty_threshold_high 1 // Amount
above avg human contribution score, above which a bot should lower its difficulty
bot_autodifficulty_threshold_low 1 // Amount
below avg human contribution score, below which a bot should raise its difficulty
bot_chatter 1
// Control how bots talk. Allowed values: 'off', 'radio', 'minimal', or
'normal'.
bot_coop_idle_max_vision_distance 1
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 scenario items.
bot_difficulty 1
bot_max_hearing_distance_override 1
bot_max_visible_smoke_length 1
bot_max_vision_distance_override 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,
where N is bot_quota. If 'match', the server will maintain a 1:N ratio of humans to
bots, where N is bot_quota.
bot_coop_idle_max_vision_distance 1
bot_max_vision_distance_override 1
bot_max_hearing_distance_override 1
bot_coopmission_dz_engagement_limit 1
cash_player_bomb_defused 1
cash_player_bomb_planted 1
cash_player_damage_hostage 1 // The
penalty (or bonus) players get from harming a hostage
cash_player_get_killed 1 //
Money a player can get when they are killed by another player
cash_player_interact_with_hostage 1
cash_player_killed_enemy_default 1 // 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 enabled)
cash_team_elimination_bomb_map 1
cash_team_elimination_hostage_map_ct 1
cash_team_elimination_hostage_map_t 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_survive_guardian_wave 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
contributionscore_assist 1
contributionscore_bomb_defuse_major 1
contributionscore_bomb_defuse_minor 1
contributionscore_bomb_exploded 1
contributionscore_bomb_planted 1
contributionscore_cash_bundle 1
contributionscore_crate_break 1
contributionscore_hostage_kill 1
contributionscore_hostage_rescue_major 1
contributionscore_hostage_rescue_minor 1
contributionscore_kill 1
contributionscore_kill_factor 1
contributionscore_objective_kill 1
contributionscore_suicide 1
contributionscore_team_kill 1
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. Range 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. Range 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 bullets and grenades.
Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy)
global_chatter_info 1
healthshot_healthboost_damage_multiplier 1
healthshot_healthboost_speed_multiplier 1
healthshot_healthboost_time 1
inferno_child_spawn_max_depth 1 // Molotov
spread variable
inferno_max_flames 1
// Molotov spread variable
inferno_max_range 1 //
Molotov spread variable
molotov_throw_detonate_time 1 //
Molotov allowed throw duration
mp_afterroundmoney 1
// Amount of money awared to every player after each round
mp_anyone_can_pickup_c4 1
mp_autokick 1
mp_autoteambalance 1
mp_bot_ai_bt 1
mp_buy_allow_grenades 1 //
Whether or not grenades can be purchased from the buy menu
mp_buy_allow_guns 1 //
Bitfield: which weapons can be purchased. pistols (1), SMGs (2), rifles (4),
shotguns (8), sniper rifles (16), heavy MGs (32)
mp_buy_anywhere 1
mp_buy_during_immunity 1
mp_buytime 1
// How many seconds after round start players can buy items for.
mp_c4_cannot_be_defused 1
mp_c4timer 1
mp_consecutive_loss_max 1 //
Maximum loss streak (default 4). Maximum per-round impact is
mp_consecutive_loss_max * cash_team_loser_bonus_consecutive_rounds
mp_coop_force_join_ct 1
mp_coopmission_bot_difficulty_offset 1
mp_coopmission_dz 1
mp_coopmission_mission_number 1
mp_coopmission_dz 1
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'
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!
mp_ct_default_primary 1 // The
default primary (rifle) weapon that the CTs will spawn with
mp_ct_default_secondary 1 // The
default secondary (pistol) weapon that the CTs will spawn with
mp_damage_headshot_only 1 //
Bullets that aren't headshots don't deal damage
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%)
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%)
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_damage_vampiric_amount 1 //
Hits heal you
mp_death_drop_c4 1
mp_death_drop_defuser 1 //
Whether a defuser drops from a player holding on when they die
mp_death_drop_grenade 1 //
Which grenade to drop on player death: 0=none, 1=best, 2=current or best
mp_death_drop_gun 1 //
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_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)
mp_defuser_allocation 1 // How
to allocate defusers to CTs at start or round: 0=none, 1=random, 2=everyone
mp_display_kill_assists 1 //
Whether to display and score player assists
mp_dm_bonus_percent 1
// Additional % of kill score to award for a bonus weapon kill
mp_dm_bonus_respawn 1
// Whether to respawn when you get the DM bonus weapon or just have it given
to you at your current location
mp_dm_bonusweapon_dogtags 1 // How
many additional dogtags to drop when getting a kill with the bonus weapon
mp_dm_dogtag_score 1
// How many points it is worth to collect an enemy's dogtag in deathmatch
mp_dm_kill_base_score 1 // How
many points to award for a kill in deathmatch
mp_dm_teammode 1
// Deathmatch uses team DM rules
mp_dm_teammode_bonus_score 1 //
Team DM victory points to award for kills with the bonus weapon
mp_dm_teammode_dogtag_score 1 //
Team DM victory points to award for enemy dogtag collection
mp_dm_teammode_kill_score 1 //
Team DM victory points to award for player kills
mp_dogtag_despawn_on_killer_death 1 // If set,
dogtags will despawn when the person who killer the owner dies
mp_dogtag_despawn_time 1 //
Dogtags automatically despawn after this many seconds (0=infinite)
mp_dogtag_pickup_rule 1 // Who
is allowed to pick up dogtags (0=killer, 1=killer's team, 2=victim's team, 3=killer
OR victim's team, 4=everyone)
mp_drop_grenade_enable 1 //
Allows players to drop grenades.
mp_drop_knife_enable 1 //
Allow players to drop knives.
mp_economy_reset_rounds 1 // how
many rounds before economy is reset to default
mp_equipment_reset_rounds 1 // how
many rounds before equipment is reset to default
mp_force_assign_teams 1
mp_force_pick_time 1
// The amount of time a player has on the team screen to make a selection
before being auto-teamed
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).
mp_free_armor 1
// Determines whether armor (1) and/or helmet (2) are given automatically.
mp_freezetime 1
// how many seconds to keep players frozen when the round starts
mp_friendlyfire 1
// Allows team members to injure other members of their team
mp_ggprogressive_round_restart_delay 1
mp_ggtr_always_upgrade 1
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
mp_give_player_c4 1 //
Whether this map should spawn a c4 bomb for a player or not
mp_global_damage_per_second 1 //
Being alive damages you (can't die from this damage)
mp_guardian_bot_money_per_wave 1
mp_guardian_force_collect_hostages_timeout 1
mp_guardian_loc_icon 1 // (If
set) icon to override for guardian mission
mp_guardian_loc_string_desc 1
mp_guardian_loc_string_hud 1
mp_guardian_loc_weapon 1 // (If
set) weapon name token (#SFUI_WPNHUD_<name>)
mp_guardian_player_dist_max 1
mp_guardian_player_dist_min 1
mp_guardian_special_kills_needed 1
mp_guardian_special_weapon_needed 1
mp_guardian_target_site 1
mp_guardian_force_collect_hostages_timeout 1
mp_halftime 1
// Set to 1 to stay in halftime 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 timer.
mp_heavyassaultsuit_aimpunch 1 // How
much EXTRA aim punch will happen when a player wearing the assault suit gets when
shot
mp_heavyassaultsuit_cooldown 1 // Controls
heavy assault suit cooldown (disabled in cooperative modes)
mp_heavyassaultsuit_deploy_timescale 1
// How fast a player wearing the heavy assault suit will draw their weapon
(1.0 = normal speed, 0.5 = half speed)
mp_heavyassaultsuit_speed 1 // The
max speed of a player when they are wearing the heavy assault suit
mp_heavybot_damage_reduction_scale 1
mp_hostagepenalty 1 //
Terrorist are kicked for killing too much hostages
mp_hostages_max 1
mp_hostages_spawn_force_positions 1
mp_hostages_spawn_same_every_round 1
mp_items_prohibited 1
mp_limitteams 1
// Max # of players 1 team can have over another (0 disables check)
mp_match_can_clinch 1
// 0=No mercy rule, 1=team can clinch match win early if they win > 1/2 total
rounds
mp_match_end_changelevel 1 //
0=No mercy rule, 1=team can clinch match win early if they win > 1/2 total rounds
mp_max_armor 1
// Determines whether armor (1) and/or helmet (2) are available for purchase.
mp_maxmoney 1
// maximum amount of money allowed in a player's account
mp_maxrounds 1
// max number of rounds to play before server changes maps
mp_molotovusedelay 1
// Number of seconds to delay before the molotov can be used after acquiring
it
mp_only_cts_rescue_hostages 1 //
Only CTs can rescue hostages
mp_plant_c4_anywhere 1 //
Don't have to be inside a site to plant bomb
mp_playercashawards 1
// Players can earn money by performing in-game actions
mp_radar_showall 1 //
Determines who should see all in the radar. 0 = default. 1 = both teams. 2 =
Terrorists. 3 = CTs.
mp_randomspawn 1
// Determines whether players are to spawn. 0 = default; 1 = both
teams; 2 = Terrorists; 3 = CTs.
mp_randomspawn_dist 1
mp_randomspawn_los 1
mp_respawn_immunitytime 1 // How
many seconds after respawn immunity lasts.
mp_respawn_on_death_ct 1 //
When set to 1, counter-terrorists will respawn after dying.
mp_respawn_on_death_t 1 //
When set to 1, terrorists will respawn after dying.
mp_respawnwavetime_ct 1 //
Time between respawn waves for CTs.
mp_respawnwavetime_t 1 //
Time between respawn waves for Terrorists.
mp_round_restart_delay 1 //
the default is "7". the "1" here is not used
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_solid_teammates 1
// Determines whether teammates are solid or not.
mp_starting_losses 1
// Loss streak to start each team with (default 0). Results in the first
round being worth additional cash for the losing team
mp_startmoney 1
// Amount of money each player starts with on match start, half start or
reset
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'
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!
mp_t_default_primary 1 // The
default primary (rifle) weapon that the Ts will spawn with
mp_t_default_secondary 1 // The
default secondary (pistol) weapon that the Ts will spawn with
mp_tagging_scale 1 //
Scalar for player tagging modifier when hit. Lower values for greater tagging.
mp_taser_recharge_time 1 // How
many seconds does it take for a taser to recharge ( -1 = never )
mp_teamcashawards 1 //
Teams can earn money by performing in-game actions
mp_teammates_are_enemies 1 //
When set, your teammates act as enemies and all players are valid targets.
mp_timelimit 1
// Allow the match to end when mp_timelimit hits instead of waiting for the
end of the current round.
mp_use_respawn_waves 1 //
When set to 1, and that player's team is set to respawn, they will respawn in
waves.
mp_warmup_pausetimer 1 // Set
to 1 to stay in warmup indefinitely. Set to 0 to resume the timer.
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_weapon_self_inflict_amount 1 // Attacking
damages you if you miss (can't die from this damage)
mp_weapons_allow_heavy 1 //
Determines which teams can purchase heavy weapons (-1 = any; 0 = none; 2 = Ts; 3 =
CTs)
mp_weapons_allow_heavyassaultsuit 1 //
Determines whether the Heavy Assault Suit is purchaseable or not (T only)
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_allow_pistols 1 //
Determines which teams can purchase pistols (-1 = any; 0 = none; 2 = Ts; 3 = CTs)
mp_weapons_allow_rifles 1 //
Determines which teams can purchase rifles (-1 = any; 0 = none; 2 = Ts; 3 = CTs)
mp_weapons_allow_smgs 1 //
Determines which teams can purchase smgs (-1 = any; 0 = none; 2 = Ts; 3 = CTs)
mp_weapons_allow_typecount 1 // How
many weapons of each type can be purchased
mp_weapons_allow_zeus 1 //
Determines whether the Zeus is purchasable or not
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_weapons_max_gun_purchases_per_weapon_per_match 1 // Can only buy
each weapon this often per match ("weapons expert")
mp_win_panel_display_time 1
occlusion_test_async 1
spec_freeze_panel_extended_time 1 //
Time spent with the freeze panel still up after observer freeze cam is done.
spec_freeze_time 1 //
Time spend frozen in observer freeze cam.
spec_replay_bot 1 //
whether bot kills show a replay
spec_replay_enable 1 //
the default is "0". the "1" here is not used
spec_replay_leadup_time 1 // how
long the spec replay delay is
sv_accelerate 1
sv_air_pushaway_dist 1
sv_airaccelerate 1
sv_allow_votes 1
// Voting allowed in this mode
sv_alltalk 1
// DEPRECATED. Players can hear all enemy communication (voice, chat). Use
sv_talk_enemy_dead and sv_talk_enemy_living instead.
sv_arms_race_vote_to_restart_disallowed_after 1
sv_auto_adjust_bot_difficulty 1
sv_auto_full_alltalk_during_warmup_half_end 1 // When
enabled, full alltalk is enabled at warmup, halftime and endgame
sv_autobunnyhopping 1
// Automatically jumps when touching ground
sv_autobuyammo 1
sv_bot_buy_decoy_weight 1
sv_bot_buy_flash_weight 1
sv_bot_buy_grenade_chance 1
sv_bot_buy_hegrenade_weight 1
sv_bot_buy_molotov_weight 1
sv_bot_buy_smoke_weight 1
sv_bots_force_rebuy_every_round 1
sv_bots_get_easier_each_win 1
sv_bots_get_harder_after_each_wave 1 // only used
in Guardian mode
sv_bounce 1
//"Bounce multiplier for when physically simulated objects collide with other
objects.
sv_buy_status_override 1 //
Override for buy status map info. 0 = everyone can buy, 1 = ct only, 2 = t only 3 =
nobody
sv_deadtalk 1
// When set, dead players can speak (voice, text) to living players on their
team
sv_disable_immunity_alpha 1
sv_disable_radar 1
sv_disable_show_team_select_menu 1
sv_duplicate_playernames_ok 1
sv_enablebunnyhopping 1 //
Disables in-air movement speed cap
sv_env_entity_makers_enabled 1
sv_extract_ammo_from_dropped_weapons 1
sv_falldamage_scale 1
sv_falldamage_to_below_player_multiplier 1 // Scale damage
when distributed across two players
sv_falldamage_to_below_player_ratio 1 // Landing
on a another player's head gives them this ratio of the damage.
sv_force_reflections 1
sv_friction 1
//"World friction."
sv_grassburn 1
sv_gravity 1
// World gravity. (default is 800)
sv_guardian_extra_equipment_ct 1
sv_guardian_extra_equipment_t 1
sv_guardian_health_refresh_per_wave 1
sv_guardian_heavy_all 1
sv_guardian_heavy_count 1
sv_guardian_max_wave_for_heavy 1
sv_guardian_min_wave_for_heavy 1
sv_guardian_refresh_ammo_for_items_on_waves 1
sv_guardian_reset_c4_every_wave 1
sv_guardian_respawn_health 1
sv_guardian_spawn_health_ct 1
sv_guardian_spawn_health_t 1
sv_health_approach_enabled 1
sv_health_approach_speed 1
sv_hegrenade_damage_multiplier 1
sv_hegrenade_radius_multiplier 1
sv_hide_roundtime_until_seconds 1
sv_highlight_distance 1
sv_highlight_duration 1
sv_ignoregrenaderadio 1 //
Turn off Fire in the hole messages
sv_infinite_ammo 1
sv_knife_attack_extend_from_player_aabb 1
sv_maxspeed 1
sv_maxvelocity 1
//Maximum speed any ballistically moving object is allowed to attain per
axis.
sv_occlude_players 1
sv_outofammo_indicator 1
sv_show_ragdoll_playernames 1
sv_show_team_equipment_force_on 1
sv_staminajumpcost 1
// Modifies jumping stamina (default .08)
sv_staminalandcost 1
// Modifies landing stamina (default .18)
sv_stopspeed 1
//"Minimum stopping speed when on ground.
sv_talk_enemy_dead 1
// Dead players can hear dead enemy communication (voice, chat)
sv_talk_enemy_living 1 //
Live players can hear living enemy communication (voice, chat)
sv_teamid_overhead_maxdist 1
sv_teamid_overhead_maxdist_spec 1
sv_versus_screen_scene_id 1
sv_vote_to_changelevel_before_match_point 1
sv_warmup_to_freezetime_delay 1
sv_water_movespeed_multiplier 1 // Water
movespeed
sv_water_swim_mode 1
// Prevent going under water
sv_wateraccelerate 1

sv_waterfriction 1
sv_weapon_encumbrance_per_item 1 //
Encumbrance fixed cost
sv_weapon_encumbrance_scale 1 //
Encumbrance ratio to active weapon
tv_delay 1
weapon_accuracy_nospread 1
weapon_air_spread_scale 1
weapon_max_before_cleanup 1
weapon_recoil_scale 1
weapon_reticle_knife_show 1
weapon_sound_falloff_multiplier 1
sv_camera_fly_enabled 1
}

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