diff --git a/config/loader.cfg b/config/loader.cfg index 217defa..eca7a10 100644 --- a/config/loader.cfg +++ b/config/loader.cfg @@ -5,7 +5,7 @@ echoln "[loader.cfg] Start of loader.cfg"; exec "./config/utility/clear.cfg"; echoln "[loader.cfg] Loading"; // Echo the command arguments on the console -echoln "[loader.cfg] Fin's CS2 Config 5.1.0"; +echoln "[loader.cfg] Fin's CS2 Config 6.0.0-beta1"; echoln "[loader.cfg] https://steamcommunity.com/id/bigfinfrank"; echoln "[loader.cfg] https://github.com/bigfinfrank/cfg"; echoln "[loader.cfg] Last edited: July 26th 2024"; @@ -118,7 +118,7 @@ echoln "[loader.cfg] "; echoln "[loader.cfg] "; echoln "[loader.cfg] "; echoln "[loader.cfg] Loaded"; -echoln "[loader.cfg] Fin's CS2 Config 5.1.0"; +echoln "[loader.cfg] Fin's CS2 Config 6.0.0-beta1"; echoln "[loader.cfg] https://steamcommunity.com/id/bigfinfrank"; echoln "[loader.cfg] https://github.com/bigfinfrank/cfg"; echoln "[loader.cfg] Last edited: July 26th 2024"; diff --git a/config/primary/audio.cfg b/config/primary/audio.cfg index 1b4361e..664d064 100644 --- a/config/primary/audio.cfg +++ b/config/primary/audio.cfg @@ -35,18 +35,18 @@ snd_mvp_volume "0.03"; // Changes the m echoln "[audio.cfg] {2} Changing miscellaneous sound settings"; -cl_borrow_music_from_player_slot "-1"; -sv_ignoregrenaderadio "true"; // Turn off Fire in the hole messages bot_chatter "off"; // Control how bots talk. Allowed values: 'off', 'radio', 'minimal', or 'normal'. +cl_borrow_music_from_player_slot "-1"; snd_headphone_eq "1"; // Select Headphone EQ Preset (0: Natural, 1: Crisp, 2: Smooth) -snd_spatialize_lerp "0"; // "L/R Isolation" in-game audio setting -snd_mute_losefocus "false"; // Mute sounds when losing focus snd_mixahead "0.0032766439253464310"; // Lower = less audio audio delay, too low = compressed sounding buggy audio (THIS VARIES SYSTEM TO SYSTEM) -snd_steamaudio_enable_perspective_correction "true"; // Enable perspective correction for 3D audio. +snd_mute_losefocus "false"; // Mute sounds when losing focus snd_mute_mvp_music_live_players "true"; // If set, MVP music is muted if players from both teams are still alive. +snd_spatialize_lerp "0"; // "L/R Isolation" in-game audio setting +snd_steamaudio_enable_perspective_correction "true"; // Enable perspective correction for 3D audio. +sv_ignoregrenaderadio "true"; // Turn off Fire in the hole messages voice_always_sample_mic "true"; // For systems experiencing a hang/stall when using voice chat. -voice_test_log_send "true"; voice_loopback "true"; +voice_test_log_send "true"; voice_threshold "0"; // 0 0 voice_threshold_attack "0.3"; // Amount of time we buffer outgoing audio to detect an onset. voice_threshold_hold "0.2"; // Amount of time after the talker starts talking we should keep listening regardless of how loud they are speaking. diff --git a/config/primary/binds.cfg b/config/primary/binds.cfg index 8b53f20..5c90058 100644 --- a/config/primary/binds.cfg +++ b/config/primary/binds.cfg @@ -3,11 +3,11 @@ echoln "[binds.cfg] Start of binds.cfg"; echoln "[binds.cfg] {1} Resetting binds"; -input_button_code_is_scan_code_scd "true"; // Bind keys based on keyboard position instead of key name +binddefaults; // Bind all keys to their default values. cl_input_enable_raw_keyboard "false"; // Enable raw keyboard input cl_joystick_enabled "false"; // Enable joystick input +input_button_code_is_scan_code_scd "true"; // Bind keys based on keyboard position instead of key name joystick "false"; // True if the joystick is enabled, false otherwise. -binddefaults; // Bind all keys to their default values. unbindall; // Unbind all keys. diff --git a/config/primary/controls.cfg b/config/primary/controls.cfg index 9027b5c..f1e1a68 100644 --- a/config/primary/controls.cfg +++ b/config/primary/controls.cfg @@ -3,15 +3,15 @@ echoln "[controls.cfg] Start of controls.cfg"; echoln "[controls.cfg] {1} Changing mouse and sensitivity settings"; -zoom_sensitivity_ratio "0.818933027098955175"; // Additional mouse sensitivity scale factor applied when FOV is zoomed in. See https://www.reddit.com/r/GlobalOffensive/comments/43urd4 -cl_sniper_delay_unscope "false"; // 0: Instantly unscope on fire 1: Delay visual unscope after firing -cl_sniper_auto_rezoom "true"; // Auto-rezoom snipers after a shot cl_debounce_zoom "false"; // Whether or not to disable holding secondary fire to cycle zoom levels cl_mouselook "true" // Set to 1 to use mouse for look, 0 for keyboard look. Cannot be set while connected to a server. -m_yaw "0.022"; // Mouse yaw factor (0.022 is default) - if you don't know what this is, don't mess with it. +cl_sniper_auto_rezoom "true"; // Auto-rezoom snipers after a shot +cl_sniper_delay_unscope "false"; // 0: Instantly unscope on fire 1: Delay visual unscope after firing m_pitch "0.022"; // Mouse pitch factor (0.022 is default) - if you don't know what this is, don't mess with it. +m_yaw "0.022"; // Mouse yaw factor (0.022 is default) - if you don't know what this is, don't mess with it. mouse_inverty "false"; // Reverse Mouse sensitivity "3.181818"; // Mouse sensitivity. +zoom_sensitivity_ratio "0.818933027098955175"; // Additional mouse sensitivity scale factor applied when FOV is zoomed in. See https://www.reddit.com/r/GlobalOffensive/comments/43urd4 // I recommend figuring out your eDPI and then changing your // mouse DPI to its highest and adjusting your sensitivity. // It's better for the game engine to get more precise data @@ -28,12 +28,12 @@ sensitivity "3.181818"; // Mouse sensiti echoln "[controls.cfg] {2} Other controls"; -cl_scoreboard_mouse_enable_binding "+attack2"; // Name of the binding to enable mouse selection in the scoreboard +cl_buywheel_nonumberpurchasing "true"; // Set non-zero to prevent buy wheel from purchasing via number keys cl_inventory_radial_immediate_select "true"; // In inventory selection radials. Select weapons the moment the cursor highlights them. Otherwise, only select the selected item on exit. cl_inventory_radial_tap_to_cycle "true"; // In inventory selection radials. Select weapons the moment the cursor highlights them. Otherwise, only select the selected item on exit. -cl_buywheel_nonumberpurchasing "true"; // Set non-zero to prevent buy wheel from purchasing via number keys -option_speed_method "false"; // Input toggle control +cl_scoreboard_mouse_enable_binding "+attack2"; // Name of the binding to enable mouse selection in the scoreboard option_duck_method "false"; // Input toggle control +option_speed_method "false"; // Input toggle control diff --git a/config/primary/init.cfg b/config/primary/init.cfg index 9d0bf9b..91f6907 100644 --- a/config/primary/init.cfg +++ b/config/primary/init.cfg @@ -3,16 +3,16 @@ echoln "[init.cfg] Start of init.cfg"; echoln "[init.cfg] {1} Initializing"; -hostname "Fin's CS2 Config 5.1.0 - github.com/bigfinfrank/cfg"; // Sets the server name shown in the scoreboard -alias "fin_version" "echoln 5.1.0"; // Sets version number to an alias (can be output with: "alias fin_version") -sv_steamgroup "42297947"; // The ID of the steam group that this server belongs to. You can find your group's ID on the admin profile page in the steam community. (currently https://steamcommunity.com/groups/advancedcfg) +alias "fin_version" "echoln 6.0.0-beta1"; // Sets version number to an alias (can be output with: "alias fin_version") cl_clanid "42297947"; // Current clan ID for name decoration +hostname "Fin's CS2 Config 6.0.0-beta1 - github.com/bigfinfrank/cfg"; // Sets the server name shown in the scoreboard +sv_steamgroup "42297947"; // The ID of the steam group that this server belongs to. You can find your group's ID on the admin profile page in the steam community. (currently https://steamcommunity.com/groups/advancedcfg) echoln "[aliases_init.cfg] {2} Removing feature/command limitations"; -sv_unlockedchapters "2147483647"; // Highest unlocked game chapter. cl_new_user_phase "-1"; // 0: Not Started, 1: Needs Training, 2: Training Complete, -1: Disabled sv_cheats "true"; // Allow cheats on server +sv_unlockedchapters "2147483647"; // Highest unlocked game chapter. diff --git a/config/primary/misc.cfg b/config/primary/misc.cfg index acc9ecc..bb1af43 100644 --- a/config/primary/misc.cfg +++ b/config/primary/misc.cfg @@ -24,34 +24,34 @@ cl_autohelp "true"; // Show bomb pic echoln "[misc.cfg] {3} Miscellaneous tweaks"; -player_nevershow_communityservermessage "1"; // Disables the "these are community run servers be careful"-esque message when you go to the community browser -mm_csgo_community_search_players_min "10"; // When performing CSGO community matchmaking look for servers with at least so many human players -cl_show_clan_in_death_notice "true"; // If set, the clan name will show next to player names in the kill feed. +bot_quota "0"; // Determines the total number of bots in the game. +cl_buywheel_donate_key "0"; // Set the key to use for donation in the buy menu. 0: Left Control; 1: Left Alt; 2: Left Shift. +cl_color "1"; // Player color in-game, 0: Blue 1: Green, 2: Yellow 3: Orange 4: Purple cl_dm_buyrandomweapons "false"; // Player will automatically receive a random weapon on spawn in deathmatch if this is set to 1 (otherwise, they will receive the last weapon) -cl_observed_bot_crosshair "1"; // 0: Show player crosshair 1: Only show player crosshair when the bot can be taken over 2: Always show the default crosshair for bots -cl_use_opens_buy_menu "false"; // Pressing the +use key will open the buy menu if in a buy zone (just as if you pressed the 'buy' key). cl_obs_interp_enable "false"; // Enables interpolation between observer targets cl_obs_interp_pos_rate "0"; // Sets how fast the smoother spectator camera will move when interpolating between targets. -cl_buywheel_donate_key "0"; // Set the key to use for donation in the buy menu. 0: Left Control; 1: Left Alt; 2: Left Shift. +cl_observed_bot_crosshair "1"; // 0: Show player crosshair 1: Only show player crosshair when the bot can be taken over 2: Always show the default crosshair for bots +cl_show_clan_in_death_notice "true"; // If set, the clan name will show next to player names in the kill feed. cl_silencer_mode "0"; // 0: cannot detach; 1: press secondary fire to detach -cl_color "1"; // Player color in-game, 0: Blue 1: Green, 2: Yellow 3: Orange 4: Purple -bot_quota "0"; // Determines the total number of bots in the game. +cl_use_opens_buy_menu "false"; // Pressing the +use key will open the buy menu if in a buy zone (just as if you pressed the 'buy' key). func_break_max_pieces "0"; // Limits the max amount of "pieces" that come off of broken objects (ex. extra particles that come off of nuke/mirage/cache vents) +host_timescale "1"; // Prescale the clock by this amount. +mm_csgo_community_search_players_min "10"; // When performing CSGO community matchmaking look for servers with at least so many human players +player_nevershow_communityservermessage "1"; // Disables the "these are community run servers be careful"-esque message when you go to the community browser spec_replay_autostart "false"; // Auto-start Killer Replay when available -sv_matchend_drops_enabled "true"; // Rewards gameplay time is always accumulated for players, but drops at the end of the match can be prevented sv_competitive_minspec "true"; // Enable to force certain client convars to minimum/maximum values to help prevent competitive advantages. +sv_matchend_drops_enabled "true"; // Rewards gameplay time is always accumulated for players, but drops at the end of the match can be prevented sv_minimum_desired_chicken_count "100"; // Minimum number of chickens to attempt to spawn in the map -host_timescale "1"; // Prescale the clock by this amount. echoln "[misc.cfg] {4} Finishing up"; exec "./config/utility/autocorrect/disconnect.cfg"; // "Autocorrect" aliases for the disconnect command exec "./config/utility/autocorrect/exit.cfg"; // "Autocorrect" aliases for the exit command exec "./config/utility/autocorrect/quit.cfg"; // "Autocorrect" aliases for the quit command -r_dof_override_near_blurry "80"; // Sets depth of field blur to blur everything behind guns (80 isn't scientific, just what looked correct). Only applies when r_dof_override is set to true. game_alias "competitive"; // Set the configuration of game type and mode based on game alias like "deathmatch". -game_type "0"; // The current game type. See GameModes.txt. game_mode "1"; // The current game mode (based on game type) +game_type "0"; // The current game type. See GameModes.txt. +r_dof_override_near_blurry "80"; // Sets depth of field blur to blur everything behind guns (80 isn't scientific, just what looked correct). Only applies when r_dof_override is set to true. sv_skirmish_id "0"; // Dedicated server skirmish id to run diff --git a/config/primary/networking.cfg b/config/primary/networking.cfg index 19d377f..c205f32 100644 --- a/config/primary/networking.cfg +++ b/config/primary/networking.cfg @@ -3,14 +3,14 @@ echoln "[networking.cfg] Start of networking.cfg"; echoln "[networking.cfg] {1} Configuring client-side networking"; -sv_usercmd_custom_random_seed "false"; // When enabled server will populate an additional random seed independent of the client -net_client_steamdatagram_enable_override "1"; // 0: Use connect method requested by GC. >0: Always use SDR if possible. <0: Always use direct UDP if possible -mm_dedicated_search_maxping "25"; // Longest preferred ping to dedicated servers for games cl_phys_sleep_enable "false"; // Enable sleeping for dynamic physics bodies. +cl_resend "0.5"; // Delay in seconds before the client will resend the 'connect' attempt cl_ticks_warning_level "2"; // Print a message about problems with ticks and interpolation. 0=never, 1=warnings, 2=all, even if hidden by interpolation // TODO: verify that when set to 2, tick problems hidden by interpolation are logged differently than those that aren't cl_timeout "60"; // After this many seconds without receiving a packet from the server, the client will disconnect itself -cl_resend "0.5"; // Delay in seconds before the client will resend the 'connect' attempt +mm_dedicated_search_maxping "25"; // Longest preferred ping to dedicated servers for games +net_client_steamdatagram_enable_override "1"; // 0: Use connect method requested by GC. >0: Always use SDR if possible. <0: Always use direct UDP if possible rate "1000000"; // Min bytes/sec the host can receive data +sv_usercmd_custom_random_seed "false"; // When enabled server will populate an additional random seed independent of the client // rate 20480 = 160 kbps // rate 24576 = 192 kbps // rate 49152 = 384 kbps @@ -26,14 +26,14 @@ rate "1000000"; // Min bytes/sec echoln "[networking.cfg] {2} Configuring server-side networking (and tickrate)"; +engine_no_focus_sleep "0"; // This isn't officially networking but the server tickrate seems to never be higher than the host framerate which is affected by this when tabbed out. sv_hibernate_postgame_delay "inf"; // # of seconds to wait after final client leaves before hibernating. sv_hibernate_when_empty "false"; // Puts the server into extremely low CPU usage mode when no clients connected -sv_phys_sleep_enable "false"; // Enable sleeping for dynamic physics bodies. -sv_maxuptimelimit "0"; // Number of hours to operate before trying sv_shutdown. +sv_lan "false"; // 1: Server is a lan server ( no heartbeat, no authentication, no non-class C addresses ) sv_maxrate "1000000"; // Max bandwidth rate allowed on server, 0 == unlimited +sv_maxuptimelimit "0"; // Number of hours to operate before trying sv_shutdown. sv_minrate "1000000"; // Min bandwidth rate allowed on server, 0 == unlimited -sv_lan "false"; // 1: Server is a lan server ( no heartbeat, no authentication, no non-class C addresses ) -engine_no_focus_sleep "0"; // This isn't officially networking but the server tickrate seems to never be higher than the host framerate which is affected by this when tabbed out. +sv_phys_sleep_enable "false"; // Enable sleeping for dynamic physics bodies. diff --git a/config/primary/private.cfg.example b/config/primary/private.cfg.example index 75fb04d..ccdec2b 100644 --- a/config/primary/private.cfg.example +++ b/config/primary/private.cfg.example @@ -7,12 +7,12 @@ alias "fin_prac" "hideconsole; rcon_password DkV%teKUVY$sN5NgBihttl1z4MX$wm; pas echoln "[private.cfg] {2} Setting passwords"; -tv_relaypassword "##bbsbK5i9jp^fwGo^#WHXke$!wH4BOBgbS3pl"; // GOTV password for relay proxies -tv_password "RtrxT8P3nc34AtpC1Q43&pwvQP*"; // SourceTV password for all clients of CSTV[0] -tv_password1 "Pwdumycs&GFDnGN4OOn64DIK*i0fW"; // SourceTV password for all clients of CSTV[1]. If empty, tv_password is used -password "%k#evFkMp75&1N8TFGwskvukG9s^NXLo@q"; // Current server access password (changed for every CFG release) -sv_password "%k#evFkMp75&1N8TFGwskvukG9s^NXLo@q"; // Server password for entry into multiplayer games -rcon_password "6Pbev&mA6$VJ#p&rJ1UG76HgZx"; // remote console password. (changed for every CFG release) +password "SWlZ$6sUDOglk0Ao^am2J2nCUyulZHvaWXa%$"; // Current server access password (changed for every CFG release) +rcon_password "wNajHG9$jO062lWREBKD&qubqM#4YPjkO"; // remote console password. (changed for every CFG release) +sv_password "SWlZ$6sUDOglk0Ao^am2J2nCUyulZHvaWXa%$"; // Server password for entry into multiplayer games +tv_password "sNYjhmxntkb#Ueko&qy8kk@4tMfa%*"; // SourceTV password for all clients of CSTV[0] +tv_password1 "g8NXo9#5LH%6bGeq2zVQ^nB0u0o2wpPGl"; // SourceTV password for all clients of CSTV[1]. If empty, tv_password is used +tv_relaypassword "Cre9ysUV&Z421w%$%4Gnmj8BjDHBZ"; // GOTV password for relay proxies diff --git a/config/primary/safety.cfg b/config/primary/safety.cfg index b93c10c..6490eca 100644 --- a/config/primary/safety.cfg +++ b/config/primary/safety.cfg @@ -3,41 +3,41 @@ echoln "[safety.cfg] Start of safety.cfg"; echoln "[safety.cfg] {1} Privacy & safety settings"; +cl_hide_avatar_images "0"; // Hide avatar images for other players. 0 - Off. 1 - Block All 2 - Block all but friends +cl_invites_only_friends "true"; // If turned on, will ignore in-game invites from recent teammates or other non-friends +cl_invites_only_mainmenu "true"; // If turned on, will ignore all invites when user is playing a match +cl_join_advertise "0"; // Advertise joinable game in progress to Steam friends, otherwise need a Steam invite (2: all servers, 1: official servers, 0: none) cl_mute_all_but_friends_and_party "0"; // Only allow communication from friends and matchmaking party members. Set to 1 to apply the in non-competitive game modes. Set to 2 will apply the setting in all modes. -cl_server_graphic1_enable "false"; // When enabled, 360x60 (<16kb) image file will be displayed to on-server spectators. -cl_server_graphic2_enable "false"; // When enabled, 220x45 (<16kb) image file will be displayed to on-server spectators. +cl_mute_enemy_team "false"; // Block all communication from players on the enemy team. +cl_player_ping_mute "1"; // If 1, player pinging will make a sound, if 0, pings will be silent cl_sanitize_muted_players "false"; // Hide names and avatars of muted players. cl_sanitize_player_names "false"; // Replace names of other players with something non-offensive. -cl_invites_only_mainmenu "true"; // If turned on, will ignore all invites when user is playing a match -cl_invites_only_friends "true"; // If turned on, will ignore in-game invites from recent teammates or other non-friends +cl_server_graphic1_enable "false"; // When enabled, 360x60 (<16kb) image file will be displayed to on-server spectators. +cl_server_graphic2_enable "false"; // When enabled, 220x45 (<16kb) image file will be displayed to on-server spectators. cl_show_observer_crosshair "1"; // Show the crosshair of the player being observed. 0: off 1: friends and party 2: everyone -cl_mute_enemy_team "false"; // Block all communication from players on the enemy team. -cl_hide_avatar_images "0"; // Hide avatar images for other players. 0 - Off. 1 - Block All 2 - Block all but friends -cl_player_ping_mute "1"; // If 1, player pinging will make a sound, if 0, pings will be silent cl_steamscreenshots "0"; // Enable/disable saving screenshots to Steam -cl_join_advertise "0"; // Advertise joinable game in progress to Steam friends, otherwise need a Steam invite (2: all servers, 1: official servers, 0: none) -sv_tags "hidden"; // Server tags. Used to provide extra information to clients when they're browsing for servers. Separate tags with a comma. (hidden hides from community server list) -sv_pure "2"; // Forces all client files to match the server's (except for a certain exempt files) -sv_pure_trace "1"; // If set to 1, the server will print a message whenever a client is verifying a CRC for a file. -sv_steamauth_enforce "2"; // By default, player must maintain a reliable connection to Steam servers. When player Steam session drops, enforce it: 2 = instantly kick, 1 = kick at next spawn, 0 = do not kick. -sv_reliableavatardata "true"; // Use server overrides for steam avatars -sv_prime_accounts_only "true"; // When this setting is enabled only prime users can connect to this game server. -sv_kick_players_with_cooldown "2"; // (0: do not kick on insecure servers; 1: kick players with Untrusted status or convicted by Overwatch; 2: kick players with any cooldown) -sv_playerradio_use_allowlist "true"; // playerradio commands may only use responses from an allow list of commands. -sv_server_verify_blood_on_player "true"; -sv_disable_observer_interpolation "true"; // Disallow interpolating between observer targets on this server. -rcon_connected_clients_allow "false"; // Allow clients to use rcon commands on server. -ui_setting_advertiseforhire_auto "0"; // Whether users will automatically advertise for invites (0: off; 1: last; 2: auto) hostname_in_client_status "false"; // Show server hostname in client status. lobby_default_privacy_bits2 "0"; // Lobby default permissions (0: private, 1: public) mp_footsteps_serverside "true"; // Makes the server always play footstep sounds. Clients never calculate footstep sounds locally, instead relying on the server. nextmap_print_enabled "false"; // When enabled prints next map to clients +rcon_connected_clients_allow "false"; // Allow clients to use rcon commands on server. +sv_disable_observer_interpolation "true"; // Disallow interpolating between observer targets on this server. +sv_kick_players_with_cooldown "2"; // (0: do not kick on insecure servers; 1: kick players with Untrusted status or convicted by Overwatch; 2: kick players with any cooldown) +sv_playerradio_use_allowlist "true"; // playerradio commands may only use responses from an allow list of commands. +sv_prime_accounts_only "true"; // When this setting is enabled only prime users can connect to this game server. +sv_pure "2"; // Forces all client files to match the server's (except for a certain exempt files) +sv_pure_trace "1"; // If set to 1, the server will print a message whenever a client is verifying a CRC for a file. +sv_reliableavatardata "true"; // Use server overrides for steam avatars +sv_server_verify_blood_on_player "true"; +sv_steamauth_enforce "2"; // By default, player must maintain a reliable connection to Steam servers. When player Steam session drops, enforce it: 2 = instantly kick, 1 = kick at next spawn, 0 = do not kick. +sv_tags "hidden"; // Server tags. Used to provide extra information to clients when they're browsing for servers. Separate tags with a comma. (hidden hides from community server list) +tv_advertise_watchable "false"; // GOTV advertises the match as watchable via game UI, clients watching via UI will not need to type password tv_nochat "true"; // Don't receive chat messages from other SourceTV spectators -tv_relayvoice "false"; // Relay voice data: 0=off, 1=on tv_relayradio "false"; // Relay team radio commands to TV: 0=off, 1=on -tv_show_allchat "false"; +tv_relayvoice "false"; // Relay voice data: 0=off, 1=on tv_secure_bypass "false"; // Bypass secure challenge on TV port -tv_advertise_watchable "false"; // GOTV advertises the match as watchable via game UI, clients watching via UI will not need to type password +tv_show_allchat "false"; +ui_setting_advertiseforhire_auto "0"; // Whether users will automatically advertise for invites (0: off; 1: last; 2: auto) diff --git a/config/primary/ui.cfg b/config/primary/ui.cfg index 7162568..a1e062a 100644 --- a/config/primary/ui.cfg +++ b/config/primary/ui.cfg @@ -3,95 +3,95 @@ echoln "[ui.cfg] Start of ui.cfg"; echoln "[ui.cfg] {1} Changing the radar"; -cl_radar_square_with_scoreboard "false"; // If set, the radar will toggle to square when the scoreboard is visible. cl_radar_always_centered "false"; // If set to 0, the radar is maximally used. Otherwise the player is always centered, even at map extents. cl_radar_icon_scale_min "0.4"; // Sets the minimum icon scale. Valid values are 0.4 to 1.25. -cl_teammate_colors_show "2"; // In competitive, 1 = show teammates as separate colors in the radar, scoreboard, etc., 2 = show colors and letters cl_radar_rotate "false"; // Enables/disables the scoreboard auto rotating based on where you look cl_radar_scale "0.4"; // Sets the radar scale. Valid values are 0.25 to 1.0. +cl_radar_square_with_scoreboard "false"; // If set, the radar will toggle to square when the scoreboard is visible. +cl_teammate_colors_show "2"; // In competitive, 1 = show teammates as separate colors in the radar, scoreboard, etc., 2 = show colors and letters echoln "[ui.cfg] {2} Changing the crosshair"; // Slightly tweaked version of the one from here: https://www.reddit.com/comments/3pyf1f -cl_crosshair_dynamic_splitalpha_outermod "0.5"; // If using cl_crosshairstyle 2, this is the alpha modification that will be used for the OUTER crosshair pips once they've split. -cl_crosshair_dynamic_splitalpha_innermod "1"; // If using cl_crosshairstyle 2, this is the alpha modification that will be used for the INNER crosshair pips once they've split. +//fin_blockscreen_on; +cl_crosshair_drawoutline "true"; // Draws a black outline around the crosshair for better visibility cl_crosshair_dynamic_maxdist_splitratio "0.35"; // If using cl_crosshairstyle 2, this is the ratio that determines how far the split will be -cl_crosshairgap_useweaponvalue "true"; // If set to 1, the gap will update dynamically based on which weapon is currently equipped +cl_crosshair_dynamic_splitalpha_innermod "1"; // If using cl_crosshairstyle 2, this is the alpha modification that will be used for the INNER crosshair pips once they've split. +cl_crosshair_dynamic_splitalpha_outermod "0.5"; // If using cl_crosshairstyle 2, this is the alpha modification that will be used for the OUTER crosshair pips once they've split. cl_crosshair_dynamic_splitdist "2"; // If using cl_crosshairstyle 2, this is the distance that the crosshair pips will split into 2. (default is 7) cl_crosshair_friendly_warning "2"; // 0: always off, 1: only on default crosshair styles, 2: always on cl_crosshair_outlinethickness "1"; // Set how thick you want your crosshair outline to draw (0-3) -cl_crosshair_sniper_width "2"; // If >1 sniper scope cross lines gain extra width (1 for single-pixel hairline) -cl_crosshair_drawoutline "true"; // Draws a black outline around the crosshair for better visibility -cl_crosshairthickness "1"; // How thick the crosshairs -cl_fixedcrosshairgap "3"; // For crosshair style 1: How big to make the gap between the pips in the fixed crosshair -cl_crosshaircolor_r "255"; // Crosshair blue value (0-255) -cl_crosshaircolor_g "255"; // Crosshair green value (0-255) -cl_crosshaircolor_b "255"; // Crosshair red value (0-255) -cl_crosshairusealpha "true"; // 0: Crosshair is not transparent 1: Crosshair will be transparent if cl_crosshairalpha is less than 255. cl_crosshair_recoil "false"; // Crosshair will leave the center of the screen to follow the weapon recoil pattern. +cl_crosshair_sniper_width "2"; // If >1 sniper scope cross lines gain extra width (1 for single-pixel hairline) +cl_crosshair_t "false"; // T style crosshair cl_crosshairalpha "192"; // If using cl_crosshairusealpha 1, determines how transparent the crosshair is (0 is invisible, 255 is fully opaque/not transparent) -cl_crosshairsize "2.25"; // How long the lines of the crosshair are (how long the lines will be) -cl_crosshairstyle "2"; // 0 = DEFAULT, 1 = DEFAULT STATIC, 2 = ACCURATE SPLIT (accurate recoil/spread feed) cl_crosshaircolor "5"; // Set crosshair color as defined in game_options.consoles.txt -cl_crosshairgap "-1"; // Determines how far the crosshair lines are from the center of the screen +cl_crosshaircolor_b "255"; // Crosshair red value (0-255) +cl_crosshaircolor_g "255"; // Crosshair green value (0-255) +cl_crosshaircolor_r "255"; // Crosshair blue value (0-255) cl_crosshairdot "false"; // 0: No dot in the center of the crosshair 1: Add a static dot to the center of the crosshair -cl_crosshair_t "false"; // T style crosshair +cl_crosshairgap "-1"; // Determines how far the crosshair lines are from the center of the screen +cl_crosshairgap_useweaponvalue "true"; // If set to 1, the gap will update dynamically based on which weapon is currently equipped +cl_crosshairsize "2.25"; // How long the lines of the crosshair are (how long the lines will be) +cl_crosshairstyle "2"; // 0 = DEFAULT, 1 = DEFAULT STATIC, 2 = ACCURATE SPLIT (accurate recoil/spread feed) +cl_crosshairthickness "1"; // How thick the crosshairs +cl_crosshairusealpha "true"; // 0: Crosshair is not transparent 1: Crosshair will be transparent if cl_crosshairalpha is less than 255. +cl_fixedcrosshairgap "3"; // For crosshair style 1: How big to make the gap between the pips in the fixed crosshair crosshair "true"; -//fin_blockscreen_on; echoln "[ui.cfg] {3} Setting up grenade crosshair"; +cl_grenadecrosshair_decoy "true"; // Is the grenade crosshair enabled +cl_grenadecrosshair_explosive "true"; // Is the grenade crosshair enabled +cl_grenadecrosshair_fire "true"; // Is the grenade crosshair enabled +cl_grenadecrosshair_flash "true"; // Is the grenade crosshair enabled cl_grenadecrosshair_keepusercrosshair "false"; // Keep the user's crosshair when the grenade crosshair is enabled -cl_grenadecrosshairdelay_explosive "0"; // How long should the pin be pulled for before showing the grenade crosshair +cl_grenadecrosshair_smoke "true"; // Is the grenade crosshair enabled cl_grenadecrosshairdelay_decoy "0"; // How long should the pin be pulled for before showing the grenade crosshair +cl_grenadecrosshairdelay_explosive "0"; // How long should the pin be pulled for before showing the grenade crosshair +cl_grenadecrosshairdelay_fire "0"; // How long should the pin be pulled for before showing the grenade crosshair cl_grenadecrosshairdelay_flash "0"; // How long should the pin be pulled for before showing the grenade crosshair cl_grenadecrosshairdelay_smoke "0"; // How long should the pin be pulled for before showing the grenade crosshair -cl_grenadecrosshairdelay_fire "0"; // How long should the pin be pulled for before showing the grenade crosshair -cl_grenadecrosshair_explosive "true"; // Is the grenade crosshair enabled -cl_grenadecrosshair_decoy "true"; // Is the grenade crosshair enabled -cl_grenadecrosshair_flash "true"; // Is the grenade crosshair enabled -cl_grenadecrosshair_smoke "true"; // Is the grenade crosshair enabled -cl_grenadecrosshair_fire "true"; // Is the grenade crosshair enabled echoln "[ui.cfg] {4} Adjusting telemetry HUD"; -cl_hud_telemetry_serverrecvmargin_graph_show "2"; -cl_hud_telemetry_net_misdelivery_poor "5"; // Packet delivery anomaly rate (0..100) higher than this is considered 'poor'. -cl_hud_telemetry_net_misdelivery_show "2"; // Show packet delivery anomaly (loss or out-of-order) rate in the HUD. 0=never, 1=only in poor conditions, 2=always cl_hud_telemetry_frametime_poor "100"; // Frame time greater than this is considered 'poor'. // Doesn't seem to set the UI red when threshold is met cl_hud_telemetry_frametime_show "2"; // Show frame time (FPS) in the HUD. 0=never, 1=only if poor, 2=always +cl_hud_telemetry_net_misdelivery_poor "5"; // Packet delivery anomaly rate (0..100) higher than this is considered 'poor'. +cl_hud_telemetry_net_misdelivery_show "2"; // Show packet delivery anomaly (loss or out-of-order) rate in the HUD. 0=never, 1=only in poor conditions, 2=always cl_hud_telemetry_ping_poor "50"; // Ping higher than this (ms) is considered 'poor'. cl_hud_telemetry_ping_show "2"; // Show ping in the HUD. 0=never, 1=only in poor conditions, 2=always +cl_hud_telemetry_serverrecvmargin_graph_show "2"; echoln "[ui.cfg] {5} Adjusting the HUD"; -cl_teamcounter_playercount_instead_of_avatars "true"; -cl_show_equipped_character_for_player_avatars "true"; -cl_teamid_overhead_fade_near_crosshair "0"; // The amount to fade teamid when near the crosshair. Range is 0.0-1.0. 0: off -cl_scoreboard_survivors_always_on "true"; // Fixes a problem calculating the number of dead players when rounds end -cl_drawhud_force_teamid_overhead "1"; // 0: default; 1: draw team ID even if hud disabled; -1: force no team ID -cl_radial_radio_tap_to_ping "true"; // When tapping the radial radio button, leave a ping if nothing is selected within the time in seconds set in cl_radial_menu_tap_duration -cl_draw_only_deathnotices "false"; // For drawing only the crosshair and death notices (used for moviemaking) -cl_drawhud_force_deathnotices "1"; // 0: default; 1: draw deathnotices even if hud disabled; -1: force no deathnotices -cl_inventory_debug_tooltip "true"; cl_allow_animated_avatars "false"; // Whether or not to allow animated avatars cl_deathnotices_show_numbers "2"; // 0: default; 1: draw names as just numbers; 2: append number on killer and victim to the name -cl_teamid_overhead_mode "3"; // Always show team id over teammates. 0 = off, 1 = pips; 2 = +name, 3 = +equipment +cl_draw_only_deathnotices "false"; // For drawing only the crosshair and death notices (used for moviemaking) +cl_drawhud "true"; // Enable the rendering of the hud +cl_drawhud_force_deathnotices "1"; // 0: default; 1: draw deathnotices even if hud disabled; -1: force no deathnotices cl_drawhud_force_radar "1"; // 0: default; 1: draw radar even if hud disabled; -1: force no radar +cl_drawhud_force_teamid_overhead "1"; // 0: default; 1: draw team ID even if hud disabled; -1: force no team ID cl_drawhud_specvote "true"; // 1: default; 0: disables vote UI for spectators cl_hud_radar_scale "1.3"; // Sets the radar to its default scale, changing this can be buggy +cl_inventory_debug_tooltip "true"; +cl_radial_radio_tap_to_ping "true"; // When tapping the radial radio button, leave a ping if nothing is selected within the time in seconds set in cl_radial_menu_tap_duration +cl_scoreboard_survivors_always_on "true"; // Fixes a problem calculating the number of dead players when rounds end +cl_show_equipped_character_for_player_avatars "true"; cl_showloadout "true"; // Toggles display of current loadout. -cl_drawhud "true"; // Enable the rendering of the hud +cl_teamcounter_playercount_instead_of_avatars "true"; +cl_teamid_overhead_fade_near_crosshair "0"; // The amount to fade teamid when near the crosshair. Range is 0.0-1.0. 0: off +cl_teamid_overhead_mode "3"; // Always show team id over teammates. 0 = off, 1 = pips; 2 = +name, 3 = +equipment hidehud "0"; // bitmask: 1=weapon selection, 2=flashlight, 4=all, 8=health, 16=player dead, 32=needssuit, 64=misc, 128=chat, 256=crosshair, 512=vehicle crosshair, 1024=in vehicle -hud_scaling "0.9"; // Scales hud elements hud_fastswitch "1"; +hud_scaling "0.9"; // Scales hud elements hud_showtargetid "true"; // Enables display of target names r_show_build_info "true"; // Build information. Leave this enabled when submitting bug screenshots and videos, please! -ui_party_msg_sound_enabled "false"; // When enabled, lobby messages will play a short sound +sv_show_teammate_death_notification "true"; // Show chat notification upon teammate death ui_mainmenu_bkgnd_movie_B0B70CFF "de_vertigo"; // Main menu background movie -ui_steam_overlay_notification_position_vert "0"; // Steam overlay notification position vertical offset -ui_steam_overlay_notification_position_horz "80"; // Steam overlay notification position horizontal offset +ui_party_msg_sound_enabled "false"; // When enabled, lobby messages will play a short sound ui_steam_overlay_notification_position "topright"; // Steam overlay notification position -sv_show_teammate_death_notification "true"; // Show chat notification upon teammate death +ui_steam_overlay_notification_position_horz "80"; // Steam overlay notification position horizontal offset +ui_steam_overlay_notification_position_vert "0"; // Steam overlay notification position vertical offset echoln "[ui.cfg] {6} Final HUD Adjustments"; @@ -111,21 +111,6 @@ cl_hud_color "12"; // Sets the hud // cl_hud_color 11 = ff9dcd (255, 157, 205) Salmon // cl_hud_color 12 = VARIES (RRR, GGG, BBB) Player color, green/purple/yellow/blue/orange // cl_hud_color 13+ = ffffff (255, 255, 255) White (no weapon/utility icons, high opacity) -ui_vanitysetting_loadoutslot_ct "heavy5"; -ui_vanitysetting_loadoutslot_t "heavy5"; -ui_vanitysetting_team "t"; -// -// ui_vanitysetting_loadoutslot_(c)t | equipment0 | Kevlar vest (no helmet) -// ui_vanitysetting_loadoutslot_(c)t | equipment1 | Kevlar vest and helmet -// ui_vanitysetting_loadoutslot_(c)t | equipment2 | Zeus x27 Taser -// ui_vanitysetting_loadoutslot_ct | equipment3 | Defuse Kit -// ui_vanitysetting_loadoutslot_t | c4 | C4 Explosive Bomb -// ui_vanitysetting_loadoutslot_(c)t | grenade0 | Flashbang Grenade -// ui_vanitysetting_loadoutslot_(c)t | grenade1 | Smoke Grenade -// ui_vanitysetting_loadoutslot_(c)t | grenade2 | HE High Explosive Grenade -// ui_vanitysetting_loadoutslot_(c)t | grenade3 | Molotov/Incendiary Fire Grenade -// ui_vanitysetting_loadoutslot_(c)t | grenade4 | Decoy Grenade -// ui_vanitysetting_loadoutslot_(c)t | heavy5 | Riot Shield cl_inventory_saved_filter2 "all"; // // All Weapons | only_weapons @@ -148,6 +133,21 @@ cl_inventory_saved_sort2 "inv_sort_rarity"; // Equipped | inv_sort_equipped // Aquired | inv_sort_age // Quality | inv_sort_rarity +ui_vanitysetting_loadoutslot_ct "heavy5"; +ui_vanitysetting_loadoutslot_t "heavy5"; +ui_vanitysetting_team "t"; +// +// ui_vanitysetting_loadoutslot_(c)t | equipment0 | Kevlar vest (no helmet) +// ui_vanitysetting_loadoutslot_(c)t | equipment1 | Kevlar vest and helmet +// ui_vanitysetting_loadoutslot_(c)t | equipment2 | Zeus x27 Taser +// ui_vanitysetting_loadoutslot_ct | equipment3 | Defuse Kit +// ui_vanitysetting_loadoutslot_t | c4 | C4 Explosive Bomb +// ui_vanitysetting_loadoutslot_(c)t | grenade0 | Flashbang Grenade +// ui_vanitysetting_loadoutslot_(c)t | grenade1 | Smoke Grenade +// ui_vanitysetting_loadoutslot_(c)t | grenade2 | HE High Explosive Grenade +// ui_vanitysetting_loadoutslot_(c)t | grenade3 | Molotov/Incendiary Fire Grenade +// ui_vanitysetting_loadoutslot_(c)t | grenade4 | Decoy Grenade +// ui_vanitysetting_loadoutslot_(c)t | heavy5 | Riot Shield diff --git a/config/primary/visuals.cfg b/config/primary/visuals.cfg index 91fdaad..2c4091f 100644 --- a/config/primary/visuals.cfg +++ b/config/primary/visuals.cfg @@ -3,8 +3,8 @@ echoln "[visuals.cfg] Start of visuals.cfg"; echoln "[visuals.cfg] {1} Changing viewmodel"; -viewmodel_presetpos "0"; // Determines which preset viewmodel to use 0: None 1: Desktop 2: Couch 3: Classic fin_vmp_highfov; +viewmodel_presetpos "0"; // Determines which preset viewmodel to use 0: None 1: Desktop 2: Couch 3: Classic //fin_vmp_lowfov - low FOV version of my main viewmodel preset //fin_vmp_highfov - high FOV version of my main viewmodel preset //fin_vmp_skins - for looking at skins @@ -16,26 +16,26 @@ fin_vmp_highfov; echoln "[visuals.cfg] {2} Changing graphics settings"; +battery_saver "false"; // OBSOLETE replaced by mobile_fps_* - Battery saver mode. 0=off, 1=on +cl_itemimages_dynamically_generated "2"; // 2: use render-targets, fallback to cache and disk; 1: no render targets, but use cache and fallback to disk; 0: disk assets only +cl_ragdoll_limit "-1"; // Maximum number of ragdolls to show (-1 disables limit) +enable_priority_boost; // [developmentonly+defensive] Disable focus based priority boost +engine_low_latency_sleep_after_client_tick "true"; // When r_low_latency is enabled, this moves the low latency sleep on tick frames to happen after client simulation. +fps_max "0"; // Frame rate limiter. 0=no limit. Does not apply to dedicated server. +fps_max_tools "0"; // Additional frame rate limit while in tools mode and a window other than the game window has focus. Note that fps_max still applies, this only allows the maximum frame rate for tools mode to be lower. 0=no tools specific limit. +fps_max_ui "0"; // Frame rate limiter while the game UI is displayed. 0=no limit. Does not apply to dedicated server. +mat_disable_normal_mapping "false"; +mat_fullbright "0"; // Debug rendering modes mobile_fps_increase_during_charging "true"; // MOBILE_FPS_CONTROL: If true we increase framerate limit while charging mobile_fps_increase_during_touch "true"; // MOBILE_FPS_CONTROL: If true we increase framerate limit during touch mobile_fps_limit "0"; // MOBILE_FPS_CONTROL: Mobile FPS limit - 15, 30, 60 -safezonex "0.9"; // The percentage of the screen width that is considered safe from overscan. Cannot result in a width less than the height. -safezoney "0.9"; // The percentage of the screen height that is considered safe from overscan -fps_max "0"; // Frame rate limiter. 0=no limit. Does not apply to dedicated server. -fps_max_ui "0"; // Frame rate limiter while the game UI is displayed. 0=no limit. Does not apply to dedicated server. -fps_max_tools "0"; // Additional frame rate limit while in tools mode and a window other than the game window has focus. Note that fps_max still applies, this only allows the maximum frame rate for tools mode to be lower. 0=no tools specific limit. panorama_max_fps "0"; // [developmentonly+defensive] -enable_priority_boost; // [developmentonly+defensive] Disable focus based priority boost panorama_max_overlay_fps "0"; // [developmentonly+defensive] -cl_itemimages_dynamically_generated "2"; // 2: use render-targets, fallback to cache and disk; 1: no render targets, but use cache and fallback to disk; 0: disk assets only -cl_ragdoll_limit "-1"; // Maximum number of ragdolls to show (-1 disables limit) -battery_saver "false"; // OBSOLETE replaced by mobile_fps_* - Battery saver mode. 0=off, 1=on r_dof_override "false"; r_fullscreen_gamma "2.2"; // Gamma 'typically 2.2 for CRT and 1.7 for LCD' r_player_visibility_mode "1"; // Improves the legibility of players in low contrast situations. Enabling Boost Player Contrast can degrade graphics performance. -engine_low_latency_sleep_after_client_tick "true"; // When r_low_latency is enabled, this moves the low latency sleep on tick frames to happen after client simulation. -mat_fullbright "0"; // Debug rendering modes -mat_disable_normal_mapping "false"; +safezonex "0.9"; // The percentage of the screen width that is considered safe from overscan. Cannot result in a width less than the height. +safezoney "0.9"; // The percentage of the screen height that is considered safe from overscan diff --git a/config/utility/skill_container.cfg b/config/utility/skill_container.cfg index ea76001..7176c8e 100644 --- a/config/utility/skill_container.cfg +++ b/config/utility/skill_container.cfg @@ -3,10 +3,10 @@ echoln "[skill_container.cfg] Start of skill_container.cfg"; echoln "[skill_container.cfg] {1} Triggering on-load convars"; -sv_unlockedchapters "2147483647"; // Highest unlocked game chapter. cl_new_user_phase "-1"; // 0: Not Started, 1: Needs Training, 2: Training Complete, -1: Disabled -sv_cheats "true"; // Allow cheats on server fin_darkmode; // Alias to enable mat_fullbright 3 when desired. +sv_cheats "true"; // Allow cheats on server +sv_unlockedchapters "2147483647"; // Highest unlocked game chapter. echoln "[skill_container.cfg] End of skill_container.cfg"; diff --git a/config/utility/skinpictures.cfg b/config/utility/skinpictures.cfg index aff4a36..66be02c 100644 --- a/config/utility/skinpictures.cfg +++ b/config/utility/skinpictures.cfg @@ -8,12 +8,12 @@ r_dof_override_near_blurry "80"; echoln "[skinpictures.cfg] {2} Hiding hud elements"; -cl_drawhud_force_teamid_overhead "-1"; // 0: default; 1: draw teamid even if hud disabled; -1: force no teamid -cl_drawhud_force_deathnotices "-1"; // 0: default; 1: draw deathnotices even if hud disabled; -1: force no deathnotices cl_draw_only_deathnotices "true"; // For drawing only the crosshair and death notices (used for moviemaking) +cl_drawhud "false"; // Enable the rendering of the hud +cl_drawhud_force_deathnotices "-1"; // 0: default; 1: draw deathnotices even if hud disabled; -1: force no deathnotices cl_drawhud_force_radar "-1"; // 0: default; 1: draw radar even if hud disabled; -1: force no radar +cl_drawhud_force_teamid_overhead "-1"; // 0: default; 1: draw teamid even if hud disabled; -1: force no teamid cl_drawhud_specvote "0"; // 1: default; 0: disables vote UI for spectators -cl_drawhud "false"; // Enable the rendering of the hud crosshair "false"; hidehud "2147483626"; // bitmask: 1=weapon selection, 2=flashlight, 4=all, 8=health, 16=player dead, 32=needssuit, 64=misc, 128=chat, 256=crosshair, 512=vehicle crosshair, 1024=in vehicle | 2147483626 = X1111111 11111111 11111111 11101010 hud_showtargetid "false"; // Enables display of target names @@ -21,13 +21,13 @@ r_show_build_info "false"; // Build information. Leave this enabled echoln "[skinpictures.cfg] {3} Setting frame rate limiter to 60 to prevent tearing during screen recordings"; +battery_saver "true"; // OBSOLETE replaced by mobile_fps_* - Battery saver mode. 0=off, 1=on fps_max "60"; // Frame rate limiter. 0=no limit. Does not apply to dedicated server. -fps_max_ui "60"; // Frame rate limiter while the game UI is displayed. 0=no limit. Does not apply to dedicated server. fps_max_tools "60"; // Additional frame rate limit while in tools mode and a window other than the game window has focus. Note that fps_max still applies, this only allows the maximum frame rate for tools mode to be lower. 0=no tools specific limit. -battery_saver "true"; // OBSOLETE replaced by mobile_fps_* - Battery saver mode. 0=off, 1=on -mobile_fps_limit "60"; // MOBILE_FPS_CONTROL: Mobile FPS limit - 15, 30, 60 -mobile_fps_increase_during_touch "true"; // MOBILE_FPS_CONTROL: If true we increase framerate limit during touch +fps_max_ui "60"; // Frame rate limiter while the game UI is displayed. 0=no limit. Does not apply to dedicated server. mobile_fps_increase_during_charging "true"; // MOBILE_FPS_CONTROL: If true we increase framerate limit while charging +mobile_fps_increase_during_touch "true"; // MOBILE_FPS_CONTROL: If true we increase framerate limit during touch +mobile_fps_limit "60"; // MOBILE_FPS_CONTROL: Mobile FPS limit - 15, 30, 60 echoln "[skinpictures.cfg] {4} Disabling most viewmodel presets and changing viewmodel to fin_vmp_skins"; diff --git a/practice.cfg b/practice.cfg index 93c1167..f680f62 100644 --- a/practice.cfg +++ b/practice.cfg @@ -11,8 +11,8 @@ echoln "[practice.cfg] "; echoln "[practice.cfg] {1} Hiding server from community browser"; -sv_tags "hidden"; // Server tags. Used to provide extra information to clients when they're browsing for servers. Separate tags with a comma. sv_cheats "true"; // Allow cheats on server +sv_tags "hidden"; // Server tags. Used to provide extra information to clients when they're browsing for servers. Separate tags with a comma. sv_visiblemaxplayers "0"; // Overrides the max players reported to prospective clients @@ -23,328 +23,328 @@ motdfile "motd.txt"; // The MOTD file to load echoln "[practice.cfg] {3] Securing the server"; exec "./server_secrets.cfg"; -tv_advertise_watchable "false"; // GOTV advertises the match as watchable via game UI, clients watching via UI will not need to type password hostname_in_client_status "false"; // Show server hostname in client status. rcon_connected_clients_allow "false"; // Allow clients to use rcon commands on server. +tv_advertise_watchable "false"; // GOTV advertises the match as watchable via game UI, clients watching via UI will not need to type password echoln "[practice.cfg] {4} Adjusting log settings"; -sv_record_item_time_data "true"; // Turn on recording of per player item time data into the server log. +con_enable "true"; // Allows the console to be activated. +developer "2147483647"; // Set developer message level. ( See https://developer.valvesoftware.com/wiki/Developer ) +mp_logdetail "3"; // Logs attacks. Values are: 0=off, 1=enemy, 2=teammate, 3=both) +mp_logdetail_items "true"; // Logs a line any time a player acquires or loses an item. +mp_logmoney "true"; // Enables money logging. Values are: 0=off, 1=on sv_log_onefile "true"; // Log server information to only one file. -sv_logflush "false"; // Flush the log file to disk on each write (slow). -sv_logfile "true"; // Log server information in the log file. sv_logbans "true"; // Log server bans in the server logs. sv_logecho "true"; // Echo log information to the console. +sv_logfile "true"; // Log server information in the log file. +sv_logflush "false"; // Flush the log file to disk on each write (slow). sv_logsdir "logs"; // Folder in the game directory where server logs will be stored. -developer "2147483647"; // Set developer message level. ( See https://developer.valvesoftware.com/wiki/Developer ) -con_enable "true"; // Allows the console to be activated. -mp_logdetail_items "true"; // Logs a line any time a player acquires or loses an item. -mp_logmoney "true"; // Enables money logging. Values are: 0=off, 1=on -mp_logdetail "3"; // Logs attacks. Values are: 0=off, 1=enemy, 2=teammate, 3=both) +sv_record_item_time_data "true"; // Turn on recording of per player item time data into the server log. echoln "[practice.cfg] {5} Changing game mode to competitive"; +game_alias "competitive"; // Set the configuration of game type and mode based on game alias like "deathmatch". +game_mode "1"; // The current game mode (based on game type). See GameModes.txt. +game_type "0"; // The current game type. See GameModes.txt. sv_competitive_minspec "true"; // Enable to force certain client convars to minimum/maximum values to help prevent competitive advantages. sv_skirmish_id "0"; // Dedicated server skirmish id to run -game_type "0"; // The current game type. See GameModes.txt. -game_mode "1"; // The current game mode (based on game type). See GameModes.txt. -game_alias "competitive"; // Set the configuration of game type and mode based on game alias like "deathmatch". echoln "[practice.cfg] {6} Forcing bots off"; -sv_ignoregrenaderadio "true"; -bot_allow_sub_machine_guns "false"; // If nonzero, bots may use sub-machine guns. -bot_allow_machine_guns "false"; // If nonzero, bots may use the machine gun. -bot_allow_shotguns "false"; // If nonzero, bots may use shotguns. bot_allow_grenades "false"; // If nonzero, bots may use grenades. +bot_allow_machine_guns "false"; // If nonzero, bots may use the machine gun. bot_allow_pistols "false"; // If nonzero, bots may use pistols. -bot_allow_snipers "false"; // If nonzero, bots may use sniper rifles. bot_allow_rifles "false"; // If nonzero, bots may use rifles. bot_allow_rogues "false"; // If nonzero, bots may occasionally go 'rogue'. Rogue bots do not obey radio commands, +bot_allow_shotguns "false"; // If nonzero, bots may use shotguns. +bot_allow_snipers "false"; // If nonzero, bots may use sniper rifles. +bot_allow_sub_machine_guns "false"; // If nonzero, bots may use sub-machine guns. bot_chatter "off"; // Control how bots talk. Allowed values: 'off', 'radio', 'minimal', or 'normal'. -bot_kick "all"; // Kicks a specific bot, or all bots, matching the given criteria. -bot_stop ""; // Turns off all bot AI <1|all> | | | -bot_zombie "false"; // If nonzero, bots will stay in idle mode and not attack. bot_dont_shoot "true"; // If nonzero, bots will not fire weapons (for debugging). -bot_quota_mode "normal"; // Determines the type of quota. Allowed values: 'normal', 'fill', and 'match'. If 'fil -bot_quota "4"; // Determines the total number of bots in the game. bot_ignore_enemies "true"; // If nonzero, bots will ignore enemies (for debugging). bot_ignore_players "true"; // Bots will not see non-bot players. +bot_kick "all"; // Kicks a specific bot, or all bots, matching the given criteria. +bot_quota "4"; // Determines the total number of bots in the game. +bot_quota_mode "normal"; // Determines the type of quota. Allowed values: 'normal', 'fill', and 'match'. If 'fil +bot_stop ""; // Turns off all bot AI <1|all> | | | +bot_zombie "false"; // If nonzero, bots will stay in idle mode and not attack. +sv_ignoregrenaderadio "true"; echoln "[practice.cfg] {7} Changing networking settings"; -sv_minrate "1000000"; // Min bandwidth rate allowed on server, 0 == unlimited +rate "1000000"; // Min bytes/sec the host can receive data +sv_lan "false"; // Server is a lan server ( no heartbeat, no authentication, no non-class C addresses ) sv_maxrate "1000000"; // Max bandwidth rate allowed on server, 0 == unlimited +sv_minrate "1000000"; // Min bandwidth rate allowed on server, 0 == unlimited sv_pausable "0"; // Is the server pausable. -sv_lan "false"; // Server is a lan server ( no heartbeat, no authentication, no non-class C addresses ) -rate "1000000"; // Min bytes/sec the host can receive data echoln "[practice.cfg] {8} Changing server safety settings"; +sv_kick_ban_duration "inf"; // How long should a kick ban from the server should last (in minutes) sv_kick_players_with_cooldown "2"; // (0: do not kick on insecure servers; 1: kick players with Untrusted status or convicted by Overwatch; 2: kick players with any cooldown) -sv_steamgroup_exclusive "true"; // If set, only members of Steam group will be able to join the server when it's empty, public people will be able to join the server only if it has players. sv_prime_accounts_only "true"; // When this setting is enabled only prime users can connect to this game server. +sv_pure "2"; // Show user data. sv_pure_kick_clients "true"; // If set to 1, the server will kick clients with mismatching files. Otherwise, it will issue a warning to the client. -sv_kick_ban_duration "inf"; // How long should a kick ban from the server should last (in minutes) sv_steamauth_enforce "2"; // By default, player must maintain a reliable connection to Steam servers. When player Steam session drops, enforce it: 2 = instantly kick, 1 = kick at next spawn, 0 = do not kick. -tv_secure_bypass "false"; // Bypass secure challenge on TV port sv_steamgroup "44453148"; // The ID of the steam group that this server belongs to. You can find your group's ID on the admin profile page in the steam community. -sv_pure "2"; // Show user data. +sv_steamgroup_exclusive "true"; // If set, only members of Steam group will be able to join the server when it's empty, public people will be able to join the server only if it has players. +tv_secure_bypass "false"; // Bypass secure challenge on TV port echoln "[practice.cfg] {9} Changing server security settings"; -sv_server_verify_blood_on_player "true"; -sv_playerradio_use_allowlist "true"; // playerradio commands may only use responses from an allow list of commands. +mp_footsteps_serverside "true"; // Makes the server always play footstep sounds. Clients never calculate footstep sounds locally, instead relying on the server. +nextmap_print_enabled "false"; // When enabled prints next map to clients sv_invites_only_mainmenu "true"; // If turned on, will ignore all invites when user is playing a match -sv_reliableavatardata "true"; // Use server overrides for steam avatars +sv_playerradio_use_allowlist "true"; // playerradio commands may only use responses from an allow list of commands. sv_pure_trace "1"; // If set to 1, the server will print a message whenever a client is verifying a CRC for a file. -nextmap_print_enabled "false"; // When enabled prints next map to clients -mp_footsteps_serverside "true"; // Makes the server always play footstep sounds. Clients never calculate footstep sounds locally, instead relying on the server. +sv_reliableavatardata "true"; // Use server overrides for steam avatars +sv_server_verify_blood_on_player "true"; echoln "[practice.cfg] {10} Disabling damage punishments"; -mp_suicide_penalty "false"; // Punish players for suicides mp_autokick "false"; // Kick idle/team-killing/team-damaging players +mp_suicide_penalty "false"; // Punish players for suicides mp_tkpunish "0"; // Will TK'ers and team damagers be punished in the next round? {0=no, 1=yes} echoln "[practice.cfg] {11} Misc. server configuration changes"; -sv_disable_observer_interpolation "true"; // Disallow interpolating between observer targets on this server. -sv_minimum_desired_chicken_count "100"; // Minimum number of chickens to attempt to spawn in the map -sv_radio_throttle_window "0"; // The number of seconds before radio command tokens refresh. -player_ping_token_cooldown "0"; // Cooldown for how long it takes for a player's ping token to refresh allowing them to ping again (they get 5 tokens). mp_overtime_enable "true"; // If a match ends in a tie, use overtime rules to determine winner -mp_team_timeout_time "0"; // Duration of each timeout. mp_team_timeout_max "0"; // Number of timeouts each team gets per match. +mp_team_timeout_time "0"; // Duration of each timeout. +player_ping_token_cooldown "0"; // Cooldown for how long it takes for a player's ping token to refresh allowing them to ping again (they get 5 tokens). +sv_disable_observer_interpolation "true"; // Disallow interpolating between observer targets on this server. +sv_grenade_trajectory_prac_pipreview "true"; // Shows the trajectory of thrown grenades with a line that draws where the grenade went +sv_grenade_trajectory_prac_trailtime "20"; // Sets the time trajectories +sv_matchend_drops_enabled "true"; // Rewards gameplay time is always accumulated for players, but drops at the end of the match can be prevented +sv_minimum_desired_chicken_count "100"; // Minimum number of chickens to attempt to spawn in the map sv_party_mode "true"; // Party!! +sv_radio_throttle_window "0"; // The number of seconds before radio command tokens refresh. sv_showimpacts "1"; // Shows client (red) and server (blue) bullet impact point (1=both, 2=client-only, 3=server-only) sv_showimpacts_time "3"; // Show the impact times for the set number of seconds -sv_matchend_drops_enabled "true"; // Rewards gameplay time is always accumulated for players, but drops at the end of the match can be prevented sv_usercmd_custom_random_seed "false"; // When enabled server will populate an additional random seed independent of the client -sv_grenade_trajectory_prac_trailtime "20"; // Sets the time trajectories -sv_grenade_trajectory_prac_pipreview "true"; // Shows the trajectory of thrown grenades with a line that draws where the grenade went echoln "[practice.cfg] {12} Enabling talk between teams, spectators, and dead players"; +mp_forcecamera "0"; // Restricts spectator modes for dead players +sv_alltalk "true"; // Players can hear all other players' voice communication, no team restrictions sv_auto_full_alltalk_during_warmup_half_end "true"; // When enabled will automatically turn on full all talk mode in warmup, at halftime and at the end of the match +sv_deadtalk "true"; // Dead players can speak (voice, text) to the living +sv_full_alltalk "true"; // Any player (including Spectator team) can speak to any other player sv_show_voip_indicator_for_enemies "true"; // Makes it so the voip icon is shown over enemies as well as allies when they are talking sv_talk_after_dying_time "inf"; // The number of seconds a player can continue talking after dying as if they were still alive -sv_talk_enemy_living "true"; // Living players can hear all living enemy communication (voice, chat) sv_talk_enemy_dead "true"; // Dead players can hear all dead enemy communication (voice, chat) -sv_full_alltalk "true"; // Any player (including Spectator team) can speak to any other player -sv_deadtalk "true"; // Dead players can speak (voice, text) to the living -sv_alltalk "true"; // Players can hear all other players' voice communication, no team restrictions -mp_forcecamera "0"; // Restricts spectator modes for dead players +sv_talk_enemy_living "true"; // Living players can hear all living enemy communication (voice, chat) echoln "[practice.cfg] {13} Enabling random spawns to avoid AFK kill farming (temporarily disabled)"; -mp_respawn_immunitytime "-1"; // How many seconds after respawn immunity lasts. Set to negative value to disable warmup immunity. -mp_randomspawn_los "false"; // If using mp_randomspawn, determines whether to test Line of Sight when spawning. -mp_randomspawn_dist "0"; // If using mp_randomspawn, determines whether to test distance when selecting this spot. mp_randomspawn "0"; // Determines whether players are to spawn. 0 = default; 1 = both teams; 2 = Terrorists; 3 = CTs. +mp_randomspawn_dist "0"; // If using mp_randomspawn, determines whether to test distance when selecting this spot. +mp_randomspawn_los "false"; // If using mp_randomspawn, determines whether to test Line of Sight when spawning. +mp_respawn_immunitytime "-1"; // How many seconds after respawn immunity lasts. Set to negative value to disable warmup immunity. echoln "[practice.cfg] {14} Adjusting voting"; -sv_vote_to_changelevel_before_match_point "true"; // Restricts vote to change level to rounds prior to match point (default 0, vote is never disallowed) // THIS IS TEMPORARY UNTIL I CAN FIX MAP GROUPS -sv_vote_issue_loadbackup_spec_only "true"; // When enabled, only admins load match from backup -sv_vote_issue_loadbackup_allowed "false"; // Can people hold votes to load match from backup? -sv_workshop_allow_other_maps "false"; // When hosting a workshop collection, users can play other workshop map on this server when it is empty and then mapcycle into this server collection. -sv_vote_issue_kick_allowed "false"; // Can people hold votes to kick players from the server? -sv_vote_allow_spectators "true"; // Allow spectators to initiate votes? +mapgroup "mg_custom"; // Specify a map group +mp_endmatch_votenextleveltime "20"; // If mp_endmatch_votenextmap is set, players have this much time to vote on the next map at match end. +mp_endmatch_votenextmap "true"; // Whether or not players vote for the next map at the end of the match when the final scoreboard comes up sv_vote_allow_in_warmup "true"; // Allow voting during warmup? +sv_vote_allow_spectators "true"; // Allow spectators to initiate votes? sv_vote_command_delay "0"; // How long after a vote passes until the action happens -mp_endmatch_votenextmap "true"; // Whether or not players vote for the next map at the end of the match when the final scoreboard comes up -mp_endmatch_votenextleveltime "20"; // If mp_endmatch_votenextmap is set, players have this much time to vote on the next map at match end. -mapgroup "mg_custom"; // Specify a map group +sv_vote_issue_kick_allowed "false"; // Can people hold votes to kick players from the server? +sv_vote_issue_loadbackup_allowed "false"; // Can people hold votes to load match from backup? +sv_vote_issue_loadbackup_spec_only "true"; // When enabled, only admins load match from backup +sv_vote_to_changelevel_before_match_point "true"; // Restricts vote to change level to rounds prior to match point (default 0, vote is never disallowed) // THIS IS TEMPORARY UNTIL I CAN FIX MAP GROUPS +sv_workshop_allow_other_maps "false"; // When hosting a workshop collection, users can play other workshop map on this server when it is empty and then mapcycle into this server collection. echoln "[practice.cfg] {15} Enabling warmup and unpausing match"; -mp_warmuptime_all_players_connected "0"; // Warmup time to use when all players have connected. 0 to disable. -mp_warmuptime_match_cancelled "inf"; // Warmup time to use when the match will be cancelled (eg. due to a live VAC ban). +mp_endwarmup_player_count "0"; // Number of players required to be connected to end warmup early. 0 to require maximum players for mode. mp_warmup_offline_enabled "true"; // Whether or not to do a warmup period at the start of an online match. mp_warmup_online_enabled "true"; // Whether or not to do a warmup period at the start of a match in an offline -mp_endwarmup_player_count "0"; // Number of players required to be connected to end warmup early. 0 to require maximum players for mode. mp_warmup_pausetimer "1"; // Set to 1 to stay in warmup indefinitely. Set to 0 to resume the timer. -mp_warmuptime "inf"; // How long the warmup period lasts. Changing this value resets warmup. mp_warmup_start; // End warmup immediately. +mp_warmuptime "inf"; // How long the warmup period lasts. Changing this value resets warmup. +mp_warmuptime_all_players_connected "0"; // Warmup time to use when all players have connected. 0 to disable. +mp_warmuptime_match_cancelled "inf"; // Warmup time to use when the match will be cancelled (eg. due to a live VAC ban). sv_warmup_to_freezetime_delay "0"; // Delay between end of warmup and start of match. echoln "[practice.cfg] {16} Making rounds infinite"; +mp_c4timer "2147483647"; // how long from when the C4 is armed until it blows +mp_force_pick_time "inf"; // The amount of time a player has on the team screen to make a selection before being auto-teamed (60 seconds is the max without broken UI) mp_ignore_round_win_conditions "true"; // Ignore conditions which would end the current round mp_match_can_clinch "false"; // Can a team clinch and end the match by being so far ahead that the other team has no way to catching up? mp_maxrounds "2147483647"; // max number of rounds to play before server changes maps -mp_roundtime_hostage "60"; // How many minutes each round of Hostage Rescue takes. If 0 then use mp_roundtime instead. -mp_force_pick_time "inf"; // The amount of time a player has on the team screen to make a selection before being auto-teamed (60 seconds is the max without broken UI) -mp_c4timer "2147483647"; // how long from when the C4 is armed until it blows -mp_roundtime_defuse "60"; // How many minutes each round of Bomb Defuse takes. If 0 then use mp_roundtime instead. mp_roundtime "60"; // How many minutes each round takes. +mp_roundtime_defuse "60"; // How many minutes each round of Bomb Defuse takes. If 0 then use mp_roundtime instead. +mp_roundtime_hostage "60"; // How many minutes each round of Hostage Rescue takes. If 0 then use mp_roundtime instead. mp_timelimit "0"; // game time per map in minutes sv_hide_roundtime_until_seconds "1"; echoln "[practice.cfg] {17} Removing artificial delays"; -mp_technical_timeout_duration_s "0"; // How many seconds is a full technical timeout? -mp_technical_timeout_per_team "0"; // How many technical timeouts are there per team? +mp_freezetime "0"; // how many seconds to keep players frozen when the round starts +mp_halftime "false"; // Determines whether the match switches sides in a halftime event. +mp_halftime_duration "0"; // Target number of seconds that halftime lasts; shortened if team intros are active mp_match_end_restart "true"; // At the end of the match, perform a restart instead of loading a new map -mp_round_restart_delay "0"; // Number of seconds to delay before restarting a round after a win mp_match_restart_delay "0"; // Time (in seconds) until a match restarts. -mp_team_timeout_ot_max "0"; // Max number of timeouts each team can have per OT after all OT timeouts got added. +mp_round_restart_delay "0"; // Number of seconds to delay before restarting a round after a win mp_spawnprotectiontime "0"; // Kick players who team-kill within this many seconds of a round restart. -mp_halftime_duration "0"; // Target number of seconds that halftime lasts; shortened if team intros are active mp_team_intro_time "0"; // How many seconds for team intro -mp_halftime "false"; // Determines whether the match switches sides in a halftime event. -mp_freezetime "0"; // how many seconds to keep players frozen when the round starts +mp_team_timeout_ot_max "0"; // Max number of timeouts each team can have per OT after all OT timeouts got added. +mp_technical_timeout_duration_s "0"; // How many seconds is a full technical timeout? +mp_technical_timeout_per_team "0"; // How many technical timeouts are there per team? echoln "[practice.cfg] {18} Enabling automatic GOTV Demo recording"; tv_autorecord "false"; // Automatically records all games as SourceTV demos. -tv_nochat "false"; // Don't receive chat messages from other SourceTV spectators tv_enable "false"; // Activates SourceTV on server. +tv_nochat "false"; // Don't receive chat messages from other SourceTV spectators echoln "[practice.cfg] {19} Changing weapon cleanup settings"; -mp_disconnect_kills_players "true"; // When a player disconnects, kill them first (triggering item drops, stats, etc.) mp_disconnect_kills_bots "true"; // When a bot disconnects, kill them first. Requires mp_disconnect_kills_players. -weapon_max_before_cleanup "100"; // If set to non-zero, will remove the oldest dropped weapon to maintain the specified number of dropped weapons in the world. +mp_disconnect_kills_players "true"; // When a player disconnects, kill them first (triggering item drops, stats, etc.) weapon_auto_cleanup_time "600"; // If set to non-zero, weapons will delete themselves after the specified time (in seconds) if no players are near. +weapon_max_before_cleanup "100"; // If set to non-zero, will remove the oldest dropped weapon to maintain the specified number of dropped weapons in the world. echoln "[practice.cfg] {20} Changing economy settings"; -mp_maxmoney "1000000000"; // 2^16-1 (maximum signed 16 bit integer) is the realistic max, otherwise it overflows (65537 means $1) -mp_startmoney "1000000000"; // 2^16-1 (maximum signed 16 bit integer) is the realistic max, otherwise it overflows (65537 means $1) -mp_overtime_startmoney "1000000000"; // 2^16-1 (maximum signed 16 bit integer) is the realistic max, otherwise it overflows (65537 means $1) -cash_team_loser_bonus "1000000000"; -cash_team_hostage_alive "1000000000"; -cash_player_get_killed "1000000000"; cash_player_bomb_defused "1000000000"; cash_player_bomb_planted "1000000000"; -cash_team_rescued_hostage "1000000000"; -cash_player_killed_hostage "1000000000"; cash_player_damage_hostage "1000000000"; -cash_player_respawn_amount "1000000000"; -cash_player_rescued_hostage "1000000000"; +cash_player_get_killed "1000000000"; +cash_player_interact_with_hostage "1000000000"; +cash_player_killed_enemy_default "1000000000"; +cash_player_killed_enemy_factor "100001"; +cash_player_killed_hostage "1000000000"; cash_player_killed_teammate "1000000000"; +cash_player_rescued_hostage "1000000000"; +cash_player_respawn_amount "1000000000"; cash_team_bonus_shorthanded "1000000000"; -cash_player_killed_enemy_factor "100001"; -cash_team_terrorist_win_bomb "1000000000"; +cash_team_elimination_bomb_map "1000000000"; +cash_team_elimination_hostage_map_ct "1000000000"; +cash_team_elimination_hostage_map_t "1000000000"; +cash_team_hostage_alive "1000000000"; cash_team_hostage_interaction "1000000000"; +cash_team_loser_bonus "1000000000"; +cash_team_loser_bonus_consecutive_rounds "1000000000"; +cash_team_planted_bomb_but_defused "1000000000"; +cash_team_rescued_hostage "1000000000"; +cash_team_terrorist_win_bomb "1000000000"; cash_team_win_by_defusing_bomb "1000000000"; -cash_team_elimination_bomb_map "1000000000"; cash_team_win_by_hostage_rescue "1000000000"; -cash_player_killed_enemy_default "1000000000"; -cash_player_interact_with_hostage "1000000000"; -cash_team_planted_bomb_but_defused "1000000000"; -cash_team_elimination_hostage_map_t "1000000000"; -cash_team_elimination_hostage_map_ct "1000000000"; cash_team_win_by_time_running_out_bomb "1000000000"; -cash_team_loser_bonus_consecutive_rounds "1000000000"; cash_team_win_by_time_running_out_hostage "1000000000"; cash_team_winner_bonus_consecutive_rounds "1000000000"; +mp_maxmoney "1000000000"; // 2^16-1 (maximum signed 16 bit integer) is the realistic max, otherwise it overflows (65537 means $1) +mp_overtime_startmoney "1000000000"; // 2^16-1 (maximum signed 16 bit integer) is the realistic max, otherwise it overflows (65537 means $1) +mp_startmoney "1000000000"; // 2^16-1 (maximum signed 16 bit integer) is the realistic max, otherwise it overflows (65537 means $1) echoln "[practice.cfg] {21} Changing buy settings"; -mp_weapons_allow_typecount "-1"; // Determines how many purchases of each weapon type allowed per player per round (0 to disallow purchasing, -1 to have no limit). +mp_buy_anywhere "1"; // When set, players can buy anywhere, not only in buyzones. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists. +mp_buytime "inf"; // How many seconds after round start players can buy items for. +mp_items_prohibited ""; // Set this convar to a comma-delimited list of definition indices of weapons that should be prohibited from use. +mp_weapons_allow_heavy "-1"; // Determines which team, if any, can purchase Heavy guns. -1 = any; 0 = non; 2 = Ts; 3 = CTs. mp_weapons_allow_pistols "-1"; // Determines which team, if any, can purchase Pistols. -1 = any; 0 = non; 2 = Ts; 3 = CTs. mp_weapons_allow_rifles "-1"; // Determines which team, if any, can purchase Rifles. -1 = any; 0 = non; 2 = Ts; 3 = CTs. -mp_weapons_allow_heavy "-1"; // Determines which team, if any, can purchase Heavy guns. -1 = any; 0 = non; 2 = Ts; 3 = CTs. mp_weapons_allow_smgs "-1"; // Determines which team, if any, can purchase SMGs. -1 = any; 0 = non; 2 = Ts; 3 = CTs. +mp_weapons_allow_typecount "-1"; // Determines how many purchases of each weapon type allowed per player per round (0 to disallow purchasing, -1 to have no limit). mp_weapons_allow_zeus "-1"; // Determines how many Zeus purchases a player can make per round (0 to disallow, -1 to have no limit).mp_buy_during_immunity "0"; // When set, players can buy when immune, ignoring buytime. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists. -mp_items_prohibited ""; // Set this convar to a comma-delimited list of definition indices of weapons that should be prohibited from use. -mp_buy_anywhere "1"; // When set, players can buy anywhere, not only in buyzones. 0 = default. 1 = both teams. 2 = Terrorists. 3 = Counter-Terrorists. -mp_buytime "inf"; // How many seconds after round start players can buy items for. sv_buy_status_override "0"; // Override for buy status map info. 0 = everyone can buy, 1 = ct only, 2 = t only 3 = nobody echoln "[practice.cfg] {22} Adjusting utility and ammo settings"; -mp_ct_default_grenades "weapon_flashbang weapon_hegrenade weapon_smokegrenade weapon_decoy weapon_incgrenade"; // 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_grenades "weapon_flashbang weapon_hegrenade weapon_smokegrenade weapon_decoy weapon_molotov"; // The default grenades that the Ts will spawn with. To give multiple grenades, separate each weapon class with a space like this: 'weapon_molotov weapon_hegrenade' -mp_ct_default_melee "weapon_knife weapon_taser"; // 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_t_default_melee "weapon_knife weapon_taser"; // The default melee weapon that the Ts will spawn with -mp_ct_default_primary "weapon_m4a1"; // The default primary (rifle) weapon that the CTs will spawn with -mp_t_default_primary "weapon_ak47"; // The default primary (rifle) weapon that the Ts will spawn with -mp_taser_recharge_time "0"; // Determines recharge time for taser. -1 = disabled. -mp_defuser_allocation "0"; // How to allocate defusers to CTs at start or round: 0=none, 1=random, 2=everyone -mp_free_armor "0"; // Determines whether kevlar (1+) and/or helmet (2+) are given automatically. -sv_infinite_ammo "2"; // Player's active weapon will never run out of ammo -sv_autobuyammo "true"; // Enable automatic ammo purchase when inside buy zones during buy periods -ammo_9mm_max "2147483647"; -ammo_57mm_max "2147483647"; -ammo_50AE_max "2147483647"; -ammo_45acp_max "2147483647"; -ammo_556mm_max "2147483647"; -ammo_762mm_max "2147483647"; -ammo_357sig_max "2147483647"; ammo_338mag_max "2147483647"; -ammo_buckshot_max "2147483647"; -ammo_556mm_box_max "2147483647"; +ammo_357sig_max "2147483647"; ammo_357sig_min_max "2147483647"; ammo_357sig_p250_max "2147483647"; -ammo_556mm_small_max "2147483647"; ammo_357sig_small_max "2147483647"; -ammo_grenade_limit_total "2147483647"; -ammo_item_limit_healthshot "2147483647"; -ammo_item_limit_adrenaline "2147483647"; -ammo_grenade_limit_default "2147483647"; +ammo_45acp_max "2147483647"; +ammo_50AE_max "2147483647"; +ammo_556mm_box_max "2147483647"; +ammo_556mm_max "2147483647"; +ammo_556mm_small_max "2147483647"; +ammo_57mm_max "2147483647"; +ammo_762mm_max "2147483647"; +ammo_9mm_max "2147483647"; +ammo_buckshot_max "2147483647"; +ammo_grenade_limit_breachcharge "2147483647"; ammo_grenade_limit_bumpmine "2147483647"; +ammo_grenade_limit_default "2147483647"; ammo_grenade_limit_flashbang "2147483647"; ammo_grenade_limit_snowballs "2147483647"; -ammo_grenade_limit_breachcharge "2147483647"; +ammo_grenade_limit_total "2147483647"; ammo_grenade_limit_tripwirefire "2147483647"; +ammo_item_limit_adrenaline "2147483647"; +ammo_item_limit_healthshot "2147483647"; +mp_ct_default_grenades "weapon_flashbang weapon_hegrenade weapon_smokegrenade weapon_decoy weapon_incgrenade"; // 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 "weapon_knife weapon_taser"; // 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 "weapon_m4a1"; // The default primary (rifle) weapon that the CTs will spawn with +mp_defuser_allocation "0"; // How to allocate defusers to CTs at start or round: 0=none, 1=random, 2=everyone +mp_free_armor "0"; // Determines whether kevlar (1+) and/or helmet (2+) are given automatically. +mp_t_default_grenades "weapon_flashbang weapon_hegrenade weapon_smokegrenade weapon_decoy weapon_molotov"; // The default grenades that the Ts will spawn with. To give multiple grenades, separate each weapon class with a space like this: 'weapon_molotov weapon_hegrenade' +mp_t_default_melee "weapon_knife weapon_taser"; // The default melee weapon that the Ts will spawn with +mp_t_default_primary "weapon_ak47"; // The default primary (rifle) weapon that the Ts will spawn with +mp_taser_recharge_time "0"; // Determines recharge time for taser. -1 = disabled. +sv_autobuyammo "true"; // Enable automatic ammo purchase when inside buy zones during buy periods +sv_infinite_ammo "2"; // Player's active weapon will never run out of ammo echoln "[practice.cfg] {23} Changing item pickup and drop rules"; +mp_anyone_can_pickup_c4 "true"; // If set, everyone can pick up the c4, not just Ts. +mp_c4_cannot_be_defused "true"; // If set, the planted c4 cannot be defused. mp_death_drop_breachcharge "false"; // Drop breachcharge on player death +mp_death_drop_c4 "false"; // Whether c4 is droppable +mp_death_drop_defuser "false"; // Drop defuser on player death +mp_death_drop_grenade "0"; // Which grenade to drop on player death: 0=none, 1=best, 2=current or best, 3=all grenades +mp_death_drop_gun "1"; // Which gun to drop on player death: 0=none, 1=best, 2=current or best (and whether or not guns are droppable) mp_death_drop_healthshot "false"; // Drop healthshot on player death -mp_c4_cannot_be_defused "true"; // If set, the planted c4 cannot be defused. -mp_anyone_can_pickup_c4 "true"; // If set, everyone can pick up the c4, not just Ts. +mp_death_drop_taser "false"; // Drop taser on player death mp_drop_grenade_enable "true"; // Allows players to drop grenades. -mp_death_drop_defuser "false"; // Drop defuser on player death mp_drop_knife_enable "true"; // Allows players to drop knives. -mp_death_drop_taser "false"; // Drop taser on player death -mp_death_drop_grenade "0"; // Which grenade to drop on player death: 0=none, 1=best, 2=current or best, 3=all grenades mp_give_player_c4 "false"; // Whether this map should spawn a c4 bomb for a player or not. -mp_death_drop_c4 "false"; // Whether c4 is droppable -mp_death_drop_gun "1"; // Which gun to drop on player death: 0=none, 1=best, 2=current or best (and whether or not guns are droppable) echoln "[practice.cfg] {24} Enabling infinite respawns and adjusting health settings"; -sv_regeneration_force_on "true"; // Cheat to test regenerative health systems // broken half the time idk why -sv_health_approach_enabled "false"; -sv_health_approach_speed "inf"; +healthshot_allow_use_at_full "false"; +healthshot_health "1000000000"; +healthshot_healthboost_damage_multiplier "1"; +healthshot_healthboost_speed_multiplier "1"; +healthshot_healthboost_time "0"; mp_dm_healthshot_killcount "1"; // Grant healthshots in deathmatch after n kills mp_respawn_on_death_ct "true"; // When set to 1, counter-terrorists will respawn after dying. mp_respawn_on_death_t "true"; // When set to 1, terrorists will respawn after dying. mp_respawnwavetime_ct "0"; // Time between respawn waves for CTs. mp_respawnwavetime_t "0"; // Time between respawn waves for Terrorists. -healthshot_health "1000000000"; -healthshot_healthboost_time "0"; -healthshot_allow_use_at_full "false"; -healthshot_healthboost_speed_multiplier "1"; -healthshot_healthboost_damage_multiplier "1"; +sv_health_approach_enabled "false"; +sv_health_approach_speed "inf"; +sv_regeneration_force_on "true"; // Cheat to test regenerative health systems // broken half the time idk why echoln "[practice.cfg] {25} Adjusting movement settings"; -sv_enablebunnyhopping "false"; // Allow player speed to exceed maximum running speed -sv_autobunnyhopping "false"; // Players automatically re-jump while holding jump button mp_solid_teammates "2"; // How solid are teammates: 0 = transparent; 1 = fully solid; 2 = can stand on top of heads +sv_autobunnyhopping "false"; // Players automatically re-jump while holding jump button +sv_enablebunnyhopping "false"; // Allow player speed to exceed maximum running speed echoln "[practice.cfg] "; -status; // Print connection status +condump; // dump the text currently in the console to condumpXX.log echoln "[practice.cfg] "; -status_json; // Print status in JSON format +demo_info; // Print information about currently playing demo. echoln "[practice.cfg] "; net_status; // Shows current network status echoln "[practice.cfg] "; +status_json; // Print status in JSON format +echoln "[practice.cfg] "; +status; // Print connection status +echoln "[practice.cfg] "; sys_info; // Print system information to the console echoln "[practice.cfg] "; tv_broadcast_status; // Print out broadcast status echoln "[practice.cfg] "; tv_status; // Show SourceTV server status. -echoln "[practice.cfg] "; -demo_info; // Print information about currently playing demo. -echoln "[practice.cfg] "; -condump; // dump the text currently in the console to condumpXX.log echoln "[practice.cfg] {26} Restarting to apply changes in one second..."; diff --git a/server_secrets.cfg.example b/server_secrets.cfg.example index c5fd143..c1e7cf2 100644 --- a/server_secrets.cfg.example +++ b/server_secrets.cfg.example @@ -2,13 +2,13 @@ echoln "[server_secrets.cfg] Start of server_secrets.cfg"; -tv_relaypassword "psPZB3JWp94*&706ZNMh2aQ#JdYObbdMD!0"; // GOTV password for relay proxies -tv_password "1b4jCV9DSp0dh68*zRram8!8^Yyp*6cT^qA"; // SourceTV password for all clients of CSTV[0] -tv_password1 "PlM@F^7Zyd#fUZSV*HW4rL@VQP"; // SourceTV password for all clients of CSTV[1]. If empty, tv_password is used -password "VMSDxkF4lQpTS4tikaPxsKU4KpMi@cQcL"; // Current server access password -sv_password "VMSDxkF4lQpTS4tikaPxsKU4KpMi@cQcL"; // Server password for entry into multiplayer games -rcon_password "QzXKuVDrvdhaxTiwainxgvk1$JDh2G9Ir"; // remote console password. +password "*XMcQL4UZX*HzOpsQr6j8g4fRvnZjMhx!&7t"; // Current server access password +rcon_password "x*^7QCbOcS0!PKdFHbTOICPOjQIeJpxFlMuk%e"; // remote console password. +sv_password "*XMcQL4UZX*HzOpsQr6j8g4fRvnZjMhx!&7t"; // Server password for entry into multiplayer games sv_setsteamaccount ""; // token\nSet game server account token to use for logging in to a persistent game server account +tv_password "PEPAk2vSm7tBDCQOxBNlcsZc1GA%Fd2ysVl"; // SourceTV password for all clients of CSTV[0] +tv_password1 "w839QgPCk&L2%aO1*bipbBG&aNVSf47W"; // SourceTV password for all clients of CSTV[1]. If empty, tv_password is used +tv_relaypassword "&jjw99rF4S37o0xs!enRCXsyks$YESgXy3"; // GOTV password for relay proxies