// 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" { // bot convars 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_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_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_allow_grenades 1 // If nonzero, bots may use grenades. bot_allow_pistols 1 // If nonzero, bots may use pistols. bot_allow_sub_machine_guns 1 // If nonzero, bots may use sub-machine guns. bot_allow_shotguns 1 // If nonzero, bots may use shotguns. bot_allow_rifles 1 // If nonzero, bots may use rifles. bot_allow_snipers 1 // If nonzero, bots may use sniper rifles. bot_allow_machine_guns 1 // If nonzero, bots may use the machine gun. // player/team cash award and buy convars mp_playercashawards 1 // Players can earn money by performing in-game actions 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_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_player_get_killed 1 // Money a player can get when they are killed by another player mp_teamcashawards 1 // Teams can earn money by performing in-game actions cash_team_elimination_bomb_map 1 cash_team_elimination_hostage_map_t 1 cash_team_elimination_hostage_map_ct 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_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 mp_afterroundmoney 1 // Amount of money awared to every player after each round mp_buytime 1 // How many seconds after round start players can buy items for. mp_buy_anywhere 1 mp_buy_during_immunity 1 mp_startmoney 1 // Amount of money each player starts with on match start, half start or reset mp_maxmoney 1 // maximum amount of money allowed in a player's account // item convars 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_defuser_allocation 1 // How to allocate defusers to CTs at start or round: 0=none, 1=random, 2=everyone mp_give_player_c4 1 // Whether this map should spawn a c4 bomb for a player or not mp_free_armor 1 // Determines whether armor and helmet are given automatically. mp_molotovusedelay 1 // Number of seconds to delay before the molotov can be used after acquiring it mp_weapons_allow_zeus 1 // Determines whether the Zeus is purchasable or not 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_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_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_secondary 1 // The default secondary (pistol) weapon that the CTs will spawn with mp_ct_default_primary 1 // The default primary (rifle) weapon that the CTs will spawn with 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_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_secondary 1 // The default secondary (pistol) weapon that the Ts will spawn with mp_t_default_primary 1 // The default primary (rifle) weapon that the Ts will spawn with 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_buy_allow_grenades 1 // Whether or not grenades can be purchased from the buy menu // round and match setting convars mp_freezetime 1 // how many seconds to keep players frozen when the round starts 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_halftime 1 // Set to 1 to stay in halftime indefinitely. Set to 0 to resume the timer. mp_match_can_clinch 1 // 0=No mercy rule, 1=team can clinch match win early if they win > 1/2 total rounds mp_maxrounds 1 // max number of rounds to play before server changes maps 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_timelimit 1 // Allow the match to end when mp_timelimit hits instead of waiting for the end of the current round. mp_warmuptime 1 // How long the warmup period lasts. Changing this value resets warmup. mp_warmup_pausetimer 1 // Set to 1 to stay in warmup 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_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_hostagepenalty 1 // Terrorist are kicked for killing too much hostages // damage, team and communication convars mp_solid_teammates 1 // Determines whether teammates are solid or not. sv_allow_votes 1 // Voting allowed in this mode sv_alltalk 1 // When set, players can hear all enemy communication (voice, chat) sv_deadtalk 1 // When set, dead players can speak (voice, text) to the living sv_ignoregrenaderadio 1 // Turn off Fire in the hole messages mp_teammates_are_enemies 1 // When set, your teammates act as enemies and all players are valid targets. 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_friendlyfire 1 // Allows team members to injure other members of their team 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) mp_limitteams 1 // Max # of players 1 team can have over another (0 disables check) // spectator, death, spawning and camera convars 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. 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_respawn_immunitytime 1 // How many seconds after respawn immunity lasts. mp_respawn_on_death_t 1 // When set to 1, terrorists will respawn after dying. mp_respawn_on_death_ct 1 // When set to 1, counter-terrorists will respawn after dying. mp_display_kill_assists 1 // Whether to display and score player assists mp_use_respawn_waves 1 // When set to 1, and that player's team is set to respawn, they will respawn in waves. mp_respawnwavetime_ct 1 // Time between respawn waves for CTs. mp_respawnwavetime_t 1 // Time between respawn waves for Terrorists. mp_randomspawn 1 // Determines whether players are to spawn. 0 = default; 1 = both teams; 2 = Terrorists; 3 = CTs. mp_randomspawn_los 1 mp_radar_showall 1 // Determines who should see all in the radar. 0 = default. 1 = both teams. 2 = Terrorists. 3 = CTs. mp_force_assign_teams 1 // world and movement convars sv_gravity 1 // World gravity. (default is 800) sv_accelerate 1 sv_stopspeed 1 //"Minimum stopping speed when on ground. sv_airaccelerate 1 sv_wateraccelerate 1 sv_waterfriction 1 sv_friction 1 //"World friction." sv_bounce 1 //"Bounce multiplier for when physically simulated objects collide with other objects. sv_maxvelocity 1 //Maximum speed any ballistically moving object is allowed to attain per axis. sv_maxspeed 1 // gungame/armsrace mp_ggprogressive_round_restart_delay 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 sv_arms_race_vote_to_restart_disallowed_after 1 }