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CSGO Custom Game Mode

CSGO Custom Game Mode

bot_autodifficulty_threshold_high // Amount above avg human contribution score, above which a bot should lower its difficulty
bot_autodifficulty_threshold_low // Amount below avg human contribution score, below which a bot should raise its difficulty
bot_chatter // Control how bots talk. Allowed values: 'off', 'radio', 'minimal', or 'normal'.
bot_defer_to_human_goals // If nonzero and there is a human on the team, the bots will not do the scenario tasks.
bot_defer_to_human_items // If nonzero and there is a human on the team, the bots will not get scenario items.
bot_difficulty
bot_quota // Determines the total number of bots in the game.
bot_quota_mode // 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 // If nonzero, bots may use grenades.
bot_allow_pistols // If nonzero, bots may use pistols.
bot_allow_sub_machine_guns // If nonzero, bots may use sub-machine guns.
bot_allow_shotguns // If nonzero, bots may use shotguns.
bot_allow_rifles // If nonzero, bots may use rifles.
bot_allow_snipers // If nonzero, bots may use sniper rifles.
bot_allow_machine_guns // If nonzero, bots may use the machine gun.

// player/team cash award and buy convars
mp_playercashawards // Players can earn money by performing in-game actions
cash_player_bomb_defused
cash_player_bomb_planted
cash_player_damage_hostage // The penalty (or bonus) players get from harming a hostage
cash_player_interact_with_hostage
cash_player_killed_enemy_default // Money award to player when they kill an enemy (which then gets scaled per weapon)
cash_player_killed_enemy_factor // Scaler that adjusts the money recieved per kill
cash_player_killed_hostage // The penalty (or bonus) players get for killing a hostage
cash_player_killed_teammate
cash_player_rescued_hostage
cash_player_respawn_amount // The money bonus a play can get when they respawn (if respawning is enabled)
cash_player_get_killed // Money a player can get when they are killed by another player
mp_teamcashawards // Teams can earn money by performing in-game actions
cash_team_elimination_bomb_map
cash_team_elimination_hostage_map
cash_team_hostage_alive
cash_team_hostage_interaction
cash_team_loser_bonus
cash_team_loser_bonus_consecutive_rounds
cash_team_planted_bomb_but_defused
cash_team_rescued_hostage
cash_team_terrorist_win_bomb
cash_team_win_by_defusing_bomb
cash_team_win_by_hostage_rescue
cash_team_win_by_time_running_out
mp_afterroundmoney // Amount of money awared to every player after each round
mp_buytime // How many seconds after round start players can buy items for.
mp_startmoney // Amount of money each player starts with on match start, half start or reset
mp_maxmoney // maximum amount of money allowed in a player's account

// item convars
mp_death_drop_defuser // Whether a defuser drops from a player holding on when they die
mp_death_drop_grenade // Which grenade to drop on player death: 0=none, 1=best, 2=current or best
mp_death_drop_gun // Which gun to drop on player death: 0=none, 1=best, 2=current or best
mp_deathcam_skippable // Determines whether a player can early-out of the deathcam
mp_defuser_allocation // How to allocate defusers to CTs at start or round: 0=none, 1=random, 2=everyone
mp_give_player_c4 // Whether this map should spawn a c4 bomb for a player or not
mp_free_armor // Determines whether armor and helmet are given automatically.
mp_molotovusedelay // Number of seconds to delay before the molotov can be used after acquiring it
mp_weapons_allow_zeus // Determines whether the Zeus is purchasable or not
mp_weapons_allow_map_placed // If this convar is set, when a match starts, the game will not delete weapons placed in the map.
mp_weapons_glow_on_ground // 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 // 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 // The default secondary (pistol) weapon that the CTs will spawn with
mp_ct_default_primary // The default primary (rifle) weapon that the CTs will spawn with
mp_ct_default_grenades // 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 // 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 // The default secondary (pistol) weapon that the Ts will spawn with
mp_t_default_primary // The default primary (rifle) weapon that the Ts will spawn with
mp_t_default_grenades // 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'

// round and match setting convars
mp_freezetime // how many seconds to keep players frozen when the round starts
mp_force_pick_time // The amount of time a player has on the team screen to make a selection before being auto-teamed
mp_halftime // Set to 1 to stay in halftime indefinitely. Set to 0 to resume the timer.
mp_match_can_clinch // 0=No mercy rule, 1=team can clinch match win early if they win > 1/2 total rounds
mp_maxrounds // max number of rounds to play before server changes maps
mp_roundtime // How many minutes each round takes.
mp_timelimit // Allow the match to end when mp_timelimit hits instead of waiting for the end of the current round.
mp_warmuptime // How long the warmup period lasts. Changing this value resets warmup.
mp_warmup_pausetimer // Set to 1 to stay in warmup indefinitely. Set to 0 to resume the timer.
mp_halftime_pausetimer // Set to 1 to stay in halftime indefinitely. Set to 0 to resume the timer.
mp_default_team_winner_no_objective // 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 // Terrorist are kicked for killing too much hostages

// damage, team and communication convars
mp_solid_teammates // Determines whether teammates are solid or not.
sv_allow_votes // Voting allowed in this mode
sv_alltalk // When set, players can hear all enemy communication (voice, chat)
sv_deadtalk // When set, dead players can speak (voice, text) to the living
sv_ignoregrenaderadio // Turn off Fire in the hole messages
mp_teammates_are_enemies // When set, your teammates act as enemies and all players are valid targets.
mp_damage_scale_ct_body // 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 // 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 // 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 // Scales the damage a T player takes by this much when they take damage in the head. (1 == 100%, 0.5 == 50%)
mp_friendlyfire // Allows team members to injure other members of their team
ff_damage_reduction_bullets // 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 // 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 // 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 // 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 // Max # of players 1 team can have over another (0 disables check)

// spectator, death, spawning and camera convars
spec_freeze_panel_extended_time // Time spent with the freeze panel still up after observer freeze cam is done.
spec_freeze_time // Time spend frozen in observer freeze cam.
mp_forcecamera // 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 // How many seconds after respawn immunity lasts.
mp_respawn_on_death_t // When set to 1, terrorists will respawn after dying.
mp_respawn_on_death_ct // When set to 1, counter-terrorists will respawn after dying.
mp_display_kill_assists // Whether to display and score player assists
mp_use_respawn_waves // When set to 1, and that player's team is set to respawn, they will respawn in waves.
mp_respawnwavetime // Time between respawn waves.

// world and movement convars
sv_gravity // World gravity. (default is 800)
sv_accelerate
sv_stopspeed //"Minimum stopping speed when on ground.
sv_airaccelerate
sv_wateraccelerate
sv_waterfriction
sv_friction
sv_bounce //"Bounce multiplier for when physically simulated objects collide with other objects.
sv_maxvelocity //Maximum speed any ballistically moving object is allowed to attain per axis.
sv_maxspeed

// gungame/armsrace
mp_ggprogressive_round_restart_delay
mp_ggtr_bomb_defuse_bonus
mp_ggtr_bomb_detonation_bonus
mp_ggtr_bomb_pts_for_flash
mp_ggtr_bomb_pts_for_he
mp_ggtr_bomb_pts_for_molotov
mp_ggtr_bomb_pts_for_upgrade
mp_ggtr_bomb_respawn_delay
mp_ggtr_end_round_kill_bonus
mp_ggtr_halftime_delay
mp_ggtr_last_weapon_kill_ends_half
sv_arms_race_vote_to_restart_disallowed_after

2013-12-17 : SRCDS : コメント : 0 :
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