Zh/Counter-Strike: Global Offensive/Game Modes/Custom: Difference between revisions

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m (Popcorn moved page CSGO Custom Game Mode:zh-cn to CS:GO Custom Game Mode:zh-cn: Original page was renamed, too.)
(Otherlang2 -> Lang. Updated bspconvar_whitelist.txt.)
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{{otherlang2
{{lang|title=创建一张自定义模式地图|CS:GO Custom Game Mode}}
|title=创建一张自定义模式地图
{{updatetranslation:zh-cn}}
|en=CSGO Custom Game Mode
}}
如果你对制作[[Counter-Strike: Global Offensive|反恐精英:全球行动]]或者其他起源引擎游戏的地图并不熟悉,请参见这里:
如果你对制作[[Counter-Strike: Global Offensive|反恐精英:全球行动]]或者其他起源引擎游戏的地图并不熟悉,请参见这里:
[[Counter-Strike:_Global_Offensive_Level_Creation|反恐精英 : 全球行动关卡创作]]
[[Counter-Strike:_Global_Offensive_Level_Creation|反恐精英 : 全球行动关卡创作]]
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{{note|本列表的某些属性很可能已经过时,在"<code>..\common\Counter-Strike Global Offensive\csgo\</code>"中的<code>bspconvar_whitelist.txt</code>可以找到已全部更新的完整列表。}}
{{note|本列表的某些属性很可能已经过时,在"<code>..\common\Counter-Strike Global Offensive\csgo\</code>"中的<code>bspconvar_whitelist.txt</code>可以找到已全部更新的完整列表。}}


<pre>
{| class="mw-collapsible mw-collapsed"
// bot convars
|+ style="text-align:left; white-space:nowrap"| <code>csgo/bspconvar_whitelist.txt</code>
bot_autodifficulty_threshold_high // Amount above avg human contribution score, above which a bot should lower its difficulty
| <pre style="background:#444; color:#eeeeee; border-color:#666; font-size:8pt">
bot_autodifficulty_threshold_low // Amount below avg human contribution score, below which a bot should raise its difficulty
// This file should include convars which custom bsps are permitted to change via the bsp cfg file
bot_chatter // Control how bots talk. Allowed values: 'off', 'radio', 'minimal', or 'normal'.
// if a convar doesn't exist in this list, a map is not permitted to change it via the map's cfg file
bot_defer_to_human_goals // If nonzero and there is a human on the team, the bots will not do the scenario tasks.
// all convars in this list will also get set to their default values when a game mode cfg file is executed
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
"convars"
mp_playercashawards // Players can earn money by performing in-game actions
{
cash_player_bomb_defused
ammo_grenade_limit_default 1 // How many of each grenade (except flashbangs) are we allowed to carry?
cash_player_bomb_planted
ammo_grenade_limit_flashbang 1 // How many flashbangs are we allowed to carry?
cash_player_damage_hostage // The penalty (or bonus) players get from harming a hostage
ammo_grenade_limit_total 1 // How many total grenades can we carry?
cash_player_interact_with_hostage
ammo_item_limit_healthshot 1 // How many health shots are we allowed to carry?
cash_player_killed_enemy_default // Money award to player when they kill an enemy (which then gets scaled per weapon)
bot_allow_grenades 1 // If nonzero, bots may use grenades.
cash_player_killed_enemy_factor // Scaler that adjusts the money recieved per kill
bot_allow_machine_guns 1 // If nonzero, bots may use the machine gun.
cash_player_killed_hostage // The penalty (or bonus) players get for killing a hostage
bot_allow_pistols 1 // If nonzero, bots may use pistols.
cash_player_killed_teammate
bot_allow_rifles 1 // If nonzero, bots may use rifles.
cash_player_rescued_hostage
bot_allow_rogues 1
cash_player_respawn_amount // The money bonus a play can get when they respawn (if respawning is enabled)
bot_allow_shotguns 1 // If nonzero, bots may use shotguns.
cash_player_get_killed // Money a player can get when they are killed by another player
bot_allow_snipers 1 // If nonzero, bots may use sniper rifles.
mp_teamcashawards // Teams can earn money by performing in-game actions
bot_allow_sub_machine_guns 1 // If nonzero, bots may use sub-machine guns.
cash_team_elimination_bomb_map
bot_autodifficulty_threshold_high 1 // Amount above avg human contribution score, above which a bot should lower its difficulty
cash_team_elimination_hostage_map_t
bot_autodifficulty_threshold_low 1 // Amount below avg human contribution score, below which a bot should raise its difficulty
cash_team_elimination_hostage_map_ct
bot_chatter 1 // Control how bots talk. Allowed values: 'off', 'radio', 'minimal', or 'normal'.
cash_team_hostage_alive
bot_coop_idle_max_vision_distance 1
cash_team_hostage_interaction
bot_defer_to_human_goals 1 // If nonzero and there is a human on the team, the bots will not do the scenario tasks.
cash_team_loser_bonus
bot_defer_to_human_items 1 // If nonzero and there is a human on the team, the bots will not get scenario items.
cash_team_loser_bonus_consecutive_rounds
bot_difficulty 1
cash_team_planted_bomb_but_defused
bot_max_hearing_distance_override 1
cash_team_rescued_hostage
bot_max_visible_smoke_length                        1
cash_team_terrorist_win_bomb
bot_max_vision_distance_override 1
cash_team_win_by_defusing_bomb
bot_quota 1 // Determines the total number of bots in the game.
cash_team_win_by_hostage_rescue
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.
cash_team_win_by_time_running_out_bomb
bot_coop_idle_max_vision_distance 1
cash_team_win_by_time_running_out_hostage
bot_max_vision_distance_override 1
mp_afterroundmoney // Amount of money awared to every player after each round
bot_max_hearing_distance_override 1
mp_buytime // How many seconds after round start players can buy items for.
bot_coopmission_dz_engagement_limit 1
mp_buy_anywhere
cash_player_bomb_defused 1
mp_buy_during_immunity
cash_player_bomb_planted 1
mp_startmoney // Amount of money each player starts with on match start, half start or reset
cash_player_damage_hostage 1 // The penalty (or bonus) players get from harming a hostage
mp_maxmoney // maximum amount of money allowed in a player's account
cash_player_get_killed 1 // Money a player can get when they are killed by another player
 
cash_player_interact_with_hostage 1
// item convars
cash_player_killed_enemy_default 1 // Money award to player when they kill an enemy (which then gets scaled per weapon)
mp_death_drop_defuser // Whether a defuser drops from a player holding on when they die
cash_player_killed_enemy_factor 1 // Scaler that adjusts the money recieved per kill
mp_death_drop_grenade // Which grenade to drop on player death: 0=none, 1=best, 2=current or best
cash_player_killed_hostage 1 // The penalty (or bonus) players get for killing a hostage
mp_death_drop_gun // Which gun to drop on player death: 0=none, 1=best, 2=current or best
cash_player_killed_teammate 1
mp_deathcam_skippable // Determines whether a player can early-out of the deathcam
cash_player_rescued_hostage 1
mp_defuser_allocation // How to allocate defusers to CTs at start or round: 0=none, 1=random, 2=everyone
cash_player_respawn_amount 1 // The money bonus a play can get when they respawn (if respawning is enabled)
mp_give_player_c4 // Whether this map should spawn a c4 bomb for a player or not
cash_team_elimination_bomb_map 1
mp_free_armor // Determines whether armor and helmet are given automatically.
cash_team_elimination_hostage_map_ct 1
mp_molotovusedelay // Number of seconds to delay before the molotov can be used after acquiring it
cash_team_elimination_hostage_map_t 1
mp_weapons_allow_zeus // Determines whether the Zeus is purchasable or not
cash_team_hostage_alive 1
mp_weapons_allow_map_placed // If this convar is set, when a match starts, the game will not delete weapons placed in the map.
cash_team_hostage_interaction 1
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.
cash_team_loser_bonus 1
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!
cash_team_bonus_shorthanded         1
mp_ct_default_secondary // The default secondary (pistol) weapon that the CTs will spawn with
cash_team_loser_bonus_consecutive_rounds 1
mp_ct_default_primary // The default primary (rifle) weapon that the CTs will spawn with
cash_team_planted_bomb_but_defused 1
mp_ct_default_grenades // The default grenades that the CTs will spawn withTo give multiple grenades, separate each weapon class with a space like this: 'weapon_molotov weapon_hegrenade'
cash_team_rescued_hostage 1
mp_t_default_melee // The default melee weapon that the Ts will spawn withEven 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!
cash_team_survive_guardian_wave 1
mp_t_default_secondary // The default secondary (pistol) weapon that the Ts will spawn with
cash_team_terrorist_win_bomb 1
mp_t_default_primary // The default primary (rifle) weapon that the Ts will spawn with
cash_team_win_by_defusing_bomb 1
mp_t_default_grenades // The default grenades that the CTs will spawn withTo give multiple grenades, separate each weapon class with a space like this: 'weapon_molotov weapon_hegrenade'
cash_team_win_by_hostage_rescue 1
mp_buy_allow_grenades // Whether or not grenades can be purchased from the buy menu
cash_team_win_by_time_running_out_bomb 1
 
cash_team_win_by_time_running_out_hostage 1
// round and match setting convars
contributionscore_assist 1
mp_freezetime // how many seconds to keep players frozen when the round starts
contributionscore_bomb_defuse_major 1
mp_force_pick_time // The amount of time a player has on the team screen to make a selection before being auto-teamed
contributionscore_bomb_defuse_minor 1
mp_halftime // Set to 1 to stay in halftime indefinitely. Set to 0 to resume the timer.
contributionscore_bomb_exploded 1
mp_match_can_clinch // 0=No mercy rule, 1=team can clinch match win early if they win > 1/2 total rounds
contributionscore_bomb_planted 1
mp_maxrounds // max number of rounds to play before server changes maps
contributionscore_cash_bundle 1
mp_roundtime // How many minutes each round takes.
contributionscore_crate_break 1
mp_roundtime_defuse // How many minutes each round of Bomb Defuse takes.
contributionscore_hostage_kill 1
mp_roundtime_hostage // How many minutes each round of Hostage Rescue takes.
contributionscore_hostage_rescue_major 1
mp_timelimit // Allow the match to end when mp_timelimit hits instead of waiting for the end of the current round.
contributionscore_hostage_rescue_minor 1
mp_warmuptime // How long the warmup period lasts. Changing this value resets warmup.
contributionscore_kill 1
mp_warmup_pausetimer // Set to 1 to stay in warmup indefinitely. Set to 0 to resume the timer.
contributionscore_kill_factor 1
mp_halftime_pausetimer // Set to 1 to stay in halftime indefinitely. Set to 0 to resume the timer.
contributionscore_objective_kill 1
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)
contributionscore_suicide 1
mp_hostagepenalty // Terrorist are kicked for killing too much hostages
contributionscore_team_kill 1
 
ff_damage_reduction_bullets 1 // How much to reduce damage done to teammates when shotRange is from 0 - 1 (with 1 being damage equal to what is done to an enemy)
// damage, team and communication convars
ff_damage_reduction_grenade 1 // How much to reduce damage done to teammates by a thrown grenadeRange is from 0 - 1 (with 1 being damage equal to what is done to an enemy)
mp_solid_teammates // Determines whether teammates are solid or not.
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)
sv_allow_votes // Voting allowed in this mode
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)
sv_alltalk // When set, players can hear all enemy communication (voice, chat)
global_chatter_info     1
sv_deadtalk // When set, dead players can speak (voice, text) to the living
healthshot_healthboost_damage_multiplier 1
sv_ignoregrenaderadio // Turn off Fire in the hole messages
healthshot_healthboost_speed_multiplier 1
mp_teammates_are_enemies // When set, your teammates act as enemies and all players are valid targets.
healthshot_healthboost_time 1
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%)
inferno_child_spawn_max_depth 1 // Molotov spread variable
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%)
inferno_max_flames 1 // Molotov spread variable
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%)
inferno_max_range 1  // Molotov spread variable
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%)
molotov_throw_detonate_time 1 // Molotov allowed throw duration
mp_friendlyfire // Allows team members to injure other members of their team
mp_afterroundmoney 1 // Amount of money awared to every player after each round
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)
mp_anyone_can_pickup_c4 1
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)
mp_autokick 1
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)
mp_autoteambalance 1
ff_damage_reduction_other // How much to reduce damage done to teammates by things other than bullets and grenadesRange is from 0 - 1 (with 1 being damage equal to what is done to an enemy)
mp_bot_ai_bt                                        1
mp_limitteams // Max # of players 1 team can have over another (0 disables check)
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)
// spectator, death, spawning and camera convars
mp_buy_anywhere 1
spec_freeze_panel_extended_time // Time spent with the freeze panel still up after observer freeze cam is done.
mp_buy_during_immunity 1
spec_freeze_time // Time spend frozen in observer freeze cam.
mp_buytime 1 // How many seconds after round start players can buy items for.
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_c4_cannot_be_defused 1
mp_respawn_immunitytime // How many seconds after respawn immunity lasts.
mp_c4timer 1
mp_respawn_on_death_t // When set to 1, terrorists will respawn after dying.
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_respawn_on_death_ct // When set to 1, counter-terrorists will respawn after dying.
mp_coop_force_join_ct 1
mp_display_kill_assists // Whether to display and score player assists
mp_coopmission_bot_difficulty_offset 1
mp_use_respawn_waves // When set to 1, and that player's team is set to respawn, they will respawn in waves.
mp_coopmission_mission_number 1
mp_respawnwavetime_ct // Time between respawn waves for CTs.
mp_coopmission_dz 1
mp_respawnwavetime_t // Time between respawn waves for Terrorists.
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_randomspawn // Determines whether players are to spawn. 0 = default; 1 = both teams; 2 = Terrorists; 3 = CTs.
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_randomspawn_los
mp_ct_default_primary 1 // The default primary (rifle) weapon that the CTs will spawn with
mp_radar_showall // Determines who should see all in the radar. 0 = default. 1 = both teams. 2 = Terrorists. 3 = CTs.
mp_ct_default_secondary 1 // The default secondary (pistol) weapon that the CTs will spawn with
 
mp_fraglimit 1
// world and movement convars
mp_retake_ct_loadout_default_pistol_round 1
sv_gravity // World gravity. (default is 800)
mp_retake_ct_loadout_upgraded_pistol_round 1
sv_accelerate
mp_retake_ct_loadout_light_buy_round 1
sv_stopspeed //"Minimum stopping speed when on ground.
mp_retake_ct_loadout_full_buy_round 1
sv_airaccelerate
mp_retake_ct_loadout_bonus_card_availability 1
sv_wateraccelerate  
mp_retake_ct_loadout_bonus_card 1
sv_waterfriction  
mp_retake_ct_loadout_enemy_card 1
sv_friction //"World friction."
mp_retake_t_loadout_default_pistol_round 1
sv_bounce //"Bounce multiplier for when physically simulated objects collide with other objects.
mp_retake_t_loadout_upgraded_pistol_round 1
sv_maxvelocity //Maximum speed any ballistically moving object is allowed to attain per axis.
mp_retake_t_loadout_light_buy_round 1
sv_maxspeed
mp_retake_t_loadout_full_buy_round 1
 
mp_retake_t_loadout_bonus_card_availability 1
// gungame/armsrace
mp_retake_t_loadout_bonus_card 1
mp_ggprogressive_round_restart_delay
mp_retake_t_loadout_enemy_card 1
mp_ggtr_bomb_defuse_bonus
mp_retake_max_consecutive_rounds_same_target_site 1
mp_ggtr_bomb_detonation_bonus
mp_damage_headshot_only 1 // Bullets that aren't headshots don't deal damage
mp_ggtr_bomb_pts_for_flash
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_ggtr_bomb_pts_for_he
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_ggtr_bomb_pts_for_molotov
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_ggtr_bomb_pts_for_upgrade
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_ggtr_bomb_respawn_delay
mp_damage_vampiric_amount 1 // Hits heal you
mp_ggtr_end_round_kill_bonus
mp_death_drop_c4 1
mp_ggtr_halftime_delay
mp_death_drop_defuser 1 // Whether a defuser drops from a player holding on when they die
mp_ggtr_last_weapon_kill_ends_half
mp_death_drop_grenade 1 // Which grenade to drop on player death: 0=none, 1=best, 2=current or best
sv_arms_race_vote_to_restart_disallowed_afte
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_<name>)
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_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_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
}
</pre>
</pre>
|}


[[Category:Counter-Strike: Global Offensive]]
[[Category:Counter-Strike: Global Offensive]]

Revision as of 21:00, 15 November 2021

English (en)中文 (zh)Translate (Translate)

Template:Updatetranslation:zh-cn 如果你对制作反恐精英:全球行动或者其他起源引擎游戏的地图并不熟悉,请参见这里: 反恐精英 : 全球行动关卡创作

全新的自定义模式允许地图创作者们通过修改配置文件来为他们的地图实现自定义设定,这意味着有着独特地图属性的跑酷地图和枪械练习地图都可以直接在游戏内使用。那么自定义模式到底支持多少种游戏模式? 我们并不清楚,但我们都快等不及去看到游戏社区会给我们带来些什么了!我们在SDK中提供了一些自定义模式的样本,你可以通过点击这里来下载。

我该在哪里放置我的cfg文件?

你的cfg文件必须被放置于

csgo/maps/cfg

地图的cfg文件名称必须和地图的bsp文件名称相同,假设你的bsp文件叫做"cp_watermelon.bsp",你的cfg文件就应该叫做"cp_watermelon.cfg"。如果你的地图在没有cfg文件的情况下以自定义模式运行,那么它就会默认使用经典模式的规则。当你准备在创意工坊上发布你的地图时,地图的cfg文件会被自动打包进地图的bsp文件,不必再费心自己打包。

我该如何以自定义模式运行地图?

有几种方法可以让你做到这一点:

  • 在创意工坊上传菜单里设置自定义模式可用,然后在运行地图时选择自定义模式。
  • 使用开发者控制台通过指令"map <地图名称>"运行一张地图并在运行地图前在开发者控制台里把游戏类型(game_type)设定成3。
  • 使用开发者控制台的"map <地图名称> custom"指令。

我还能对我的BSP文件做什么?

数不胜数!加进全新的贴图,模型,音效,当然还有最重要的脚本语言文件(只能在制作自定义模式地图时)!如果你对脚本语言并不熟悉,简单解释一下就是可以在游戏运行时使用的语言基础脚本,想要了解更多关于脚本语言的内容,参见脚本语言页面。

我该如何将高级文件打包进BSP?

这些内容都在地图发布工具页面中被提到过,其中还叙述了哪些文件会被自动打包进BSP文件。

地图支持与描述

下面的列表包含了cfg文件中可能需要用到的属性

Note.png注意:本列表的某些属性很可能已经过时,在"..\common\Counter-Strike Global Offensive\csgo\"中的bspconvar_whitelist.txt可以找到已全部更新的完整列表。
csgo/bspconvar_whitelist.txt
// 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_<name>)
	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_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_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
}