Lieber Besucher, herzlich willkommen bei: sourceserver.info. Falls dies Ihr erster Besuch auf dieser Seite ist, lesen Sie sich bitte die Hilfe durch. Dort wird Ihnen die Bedienung dieser Seite näher erläutert. Darüber hinaus sollten Sie sich registrieren, um alle Funktionen dieser Seite nutzen zu können. Benutzen Sie das Registrierungsformular, um sich zu registrieren oder informieren Sie sich ausführlich über den Registrierungsvorgang. Falls Sie sich bereits zu einem früheren Zeitpunkt registriert haben, können Sie sich hier anmelden.
Quellcode |
|
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 |
// To use this file, rename it to GameModes_Server.txt // // Values here override the default gamemodes.txt "GameModes_Server.txt" { "gameTypes" { "gungame" { "value" "1" "nameID" "#SFUI_GameTypeGungame" // This is the list of game modes supported by this game type. "gameModes" { "gungameprogressive" { "value" "0" "nameID" "#SFUI_GameModeGGProgressive" "descID" "#SFUI_GameModeGGProgressiveDesc" "matchmakingvalue" "competitive" "uid" "11" "maxplayers" "10" // These are the descriptive ui elements to display in the information box on. // These key/values should be pairs of strings. The "key" will appear in the left // column, the "value" will appear in the right column. "ui" { "0" { "label" "#SFUI_WinMatchColon" "value" "30 #SFUI_Minutes" } "1" { "label" "#SFUI_SpectateColon" "value" "#SFUI_SpectateAnyone" } "2" { "label" "#SFUI_BotsColon" "value" "#SFUI_BotDifficulty2" } } // These are the convars that get setup when a game mode of this type is created. "convars" { "bot_quota_mode" "fill" "bot_quota" "10" "bot_defer_to_human_items" "1" "bot_defer_to_human_goals" "0" "bot_difficulty" "1" "bot_dont_shoot" "0" "bot_chatter" "off" "cl_playerspraydisable" "1" // bot_quota is ommited here because the map's min/max players determine's it's value. "mp_friendlyfire" "1" "ff_damage_reduction_grenade" "0.4" "ff_damage_reduction_bullets" "0.1" "ff_damage_reduction_other" "0.4" "ff_damage_reduction_grenade_self" "0" "mp_startmoney" "0" "mp_maxmoney" "0" "mp_afterroundmoney" "0" "mp_playercashawards" "0" "mp_teamcashawards" "0" "mp_timelimit" "30" "mp_roundtime" "30" "mp_freezetime" "6" "mp_buytime" "0" "mp_forcecamera" "0" // Set to 1 for team only spectating. "mp_defuser_allocation" "0" // 0=none, 1=random, 2=everyone "mp_death_drop_gun" "0" // 0=none, 1=best, 2=current or best "mp_death_drop_grenade" "0" // 0=none, 1=best, 2=current or best "mp_death_drop_defuser" "0" "mp_match_can_clinch" "0" // 0=No mercy rule, 1=team can clinch match win early if they win > 1/2 total rounds "mp_gungameimmunitytime" "4" "cl_enable_roundstart_autobuy" "0" "spec_freeze_time" "2" "spec_freeze_panel_extended_time" "1" "sv_ignoregrenaderadio" "1" "mp_ggprogressive_round_restart_delay" "15" "mp_ggprogressive_win_panel_pct" "0.33333" "mp_weapons_allow_zeus" "0" "mp_solid_teammates" "0" "mp_free_armor" "1" "mp_molotovusedelay" "0" "sv_alltalk" "1" "sv_deadtalk" "1" "bot_autodifficulty_threshold_low" "-2.0" // Value between -20.0 and 20.0 (Amount below avg human contribution score, below which a bot should raise its difficulty) "bot_autodifficulty_threshold_high" "0.0" // Value between -20.0 and 20.0 (Amount above avg human contribution score, above which a bot should lower its difficulty) "sv_allow_votes" "1" // Voting allowed in this mode "sv_arms_race_vote_to_restart_disallowed_after" "26" // cash award convars (not used in this mode) "cash_team_terrorist_win_bomb" "0" "cash_team_elimination_hostage_map" "0" "cash_team_elimination_bomb_map" "0" "cash_team_win_by_time_running_out" "0" "cash_team_win_by_defusing_bomb" "0" "cash_team_win_by_hostage_rescue" "0" "cash_team_loser_bonus" "0" "cash_team_loser_bonus_consecutive_rounds" "0" "cash_team_rescued_hostage" "0" "cash_team_hostage_alive" "0" "cash_team_planted_bomb_but_defused" "0" "cash_team_hostage_interaction" "0" "cash_player_killed_teammate" "0" "cash_player_killed_enemy_default" "0" "cash_player_killed_enemy_factor" "0" "cash_player_bomb_planted" "0" "cash_player_bomb_defused" "0" "cash_player_rescued_hostage" "0" "cash_player_interact_with_hostage" "0" "cash_player_damage_hostage" "0" "cash_player_killed_hostage" "0" // gungame tr defaults (not used in this mode) "mp_ggtr_bomb_respawn_delay" "0" "mp_ggtr_bomb_detonation_bonus" "1" "mp_ggtr_bomb_defuse_bonus" "1" "mp_ggtr_bomb_pts_for_upgrade" "2" "mp_ggtr_bomb_pts_for_he" "3" "mp_ggtr_bomb_pts_for_flash" "4" "mp_ggtr_bomb_pts_for_molotov" "5" "mp_ggtr_halftime_delay" "0.0" "mp_ggtr_rounds_per_half" "5" "mp_ggtr_end_round_kill_bonus" "1" "mp_ggtr_last_weapon_kill_ends_half" "0" // required defaults "mp_maxrounds" "0" "mp_halftime" "0" "mp_force_pick_time" "15" } // Map groups for offline modes "mapgroupsSP" { "random_ar" "" } // Map groups for online modes "mapgroupsMP" { "mg_armsrace" "" } "no_reset_vote_threshold_ct" "knife" "no_reset_vote_threshold_t" "knife" "weaponprogression_ct" { "glock" { "kills" "1" } "tec9" { "kills" "1" } "hkp2000" { "kills" "1" } "p250" { "kills" "1" } "deagle" { "kills" "1" } "fiveseven" { "kills" "1" } "elite" { "kills" "1" } "mag7" { "kills" "1" } "sawedoff" { "kills" "1" } "nova" { "kills" "1" } "xm1014" { "kills" "1" } "mp9" { "kills" "1" } "mac10" { "kills" "1" } "mp7" { "kills" "1" } "bizon" { "kills" "1" } "ump45" { "kills" "1" } "p90" { "kills" "1" } "galilar" { "kills" "1" } "famas" { "kills" "1" } "ak47" { "kills" "1" } "m4a1" { "kills" "1" } "sg556" { "kills" "1" } "aug" { "kills" "1" } "awp" { "kills" "1" } "m249" { "kills" "1" } "negev" { "kills" "1" } //"hegrenade" { "kills" "1" } "knifegg" { "kills" "1" } } "weaponprogression_t" { "glock" { "kills" "1" } "tec9" { "kills" "1" } "hkp2000" { "kills" "1" } "p250" { "kills" "1" } "deagle" { "kills" "1" } "fiveseven" { "kills" "1" } "elite" { "kills" "1" } "mag7" { "kills" "1" } "sawedoff" { "kills" "1" } "nova" { "kills" "1" } "xm1014" { "kills" "1" } "mp9" { "kills" "1" } "mac10" { "kills" "1" } "mp7" { "kills" "1" } "bizon" { "kills" "1" } "ump45" { "kills" "1" } "p90" { "kills" "1" } "galilar" { "kills" "1" } "famas" { "kills" "1" } "ak47" { "kills" "1" } "m4a1" { "kills" "1" } "sg556" { "kills" "1" } "aug" { "kills" "1" } "awp" { "kills" "1" } "m249" { "kills" "1" } "negev" { "kills" "1" } //"hegrenade" { "kills" "1" } "knifegg" { "kills" "1" } } } } } } ////////////////////////////////////////////////////////////////////////////////////////////// // Map groups // // To use a mapgroup, it needs to be defined in a keyvalues // block such as the example below, as well as listed in the // 'mapgroupsMP' block within the game mode that will run it, // such as the example above. 2// // Then launch the server with '+mapgroup MAPGROUPNAME' // // Example: // // srcds -game csgo +game_mode 1 +mapgroup mg_bomb_se +map de_nuke_se // // // Check the developer wiki for updated community info // https://developer.valvesoftware.com/wiki/Counter-Strike:_Global_Offensive_Dedicated_Servers ////////////////////////////////////////////////////////////////////////////////////////////// "mapgroups" { "mg_bomb_se" // mapgroup definition { "name" "mg_armsrace" "maps" { "aim_ag_texture2_csgo.bsp" "" "ar_aim_shotty_ia.bsp" "" "ar_deagle5_ia.nav" "" "mg_ar_baggage" "" "mg_ar_shoots" "" } } } } |