// 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_bonus_shorthanded 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_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_fraglimit 1 mp_retake_ct_loadout_default_pistol_round 1 mp_retake_ct_loadout_upgraded_pistol_round 1 mp_retake_ct_loadout_light_buy_round 1 mp_retake_ct_loadout_full_buy_round 1 mp_retake_ct_loadout_bonus_card_availability 1 mp_retake_ct_loadout_bonus_card 1 mp_retake_ct_loadout_enemy_card 1 mp_retake_t_loadout_default_pistol_round 1 mp_retake_t_loadout_upgraded_pistol_round 1 mp_retake_t_loadout_light_buy_round 1 mp_retake_t_loadout_full_buy_round 1 mp_retake_t_loadout_bonus_card_availability 1 mp_retake_t_loadout_bonus_card 1 mp_retake_t_loadout_enemy_card 1 mp_retake_max_consecutive_rounds_same_target_site 1 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_dronegun_stop 1 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_) mp_guardian_player_dist_max 1 mp_guardian_player_dist_min 1 mp_guardian_clear_all_bounds 1 mp_guardian_new_bounds 1 mp_guardian_add_bounds_pt 1 mp_guardian_bomb_plant_new_bounds 1 mp_guardian_bomb_plant_add_bounds_pt 1 mp_guardian_bomb_plant_custom_x_mark_location 1 mp_guardian_clear_all_player_spawns 1 mp_guardian_add_player_spawn_pt 1 mp_guardian_clear_all_enemy_spawns 1 mp_guardian_add_enemy_spawn_pt 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_guardian_give_random_grenades_to_bots 1 mp_guardian_ai_bt_difficulty_adjust_wave_interval 1 mp_guardian_ai_bt_difficulty_max_next_level_bots 1 mp_guardian_ai_bt_difficulty_cap_beginning_round 1 mp_guardian_ai_bt_difficulty_initial_value 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_force_positions_xyz 1 mp_hostages_spawn_same_every_round 1 mp_ignore_round_win_conditions 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_suicide_penalty 1 // Whether suicides are punished 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_technical_timeout_per_team 1 // Allow technical timeouts to be specified by mode. mp_technical_timeout_duration_s 1 // Allow modes to specify technical timeout duration. 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 tv_delay1 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 }