Game/bspconvar whitelist.txt
This article needs more links to other articles to help integrate it into the encyclopedia. Please help improve this article by adding links that are relevant to the context within the existing text.
January 2024
January 2024
The game considers all ConVars listed in <game>/bspconvar_whitelist.txt
as whitelisted.
File format
"convars" { <ConVar> <value> <ConVar> <value> ... }
Note:The
<value>
s can literally be anything, as long as they exist. Valve uses 1
. Confirm:Also works for console commands.
Files
- <game>/bspconvar_whitelist.txt
Examples
// 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 } |