创建一张自定义模式地图
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Also, please make sure the article tries to comply with the alternate languages guide.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
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。// 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 } |