//bot_custom_strat rush_b //mp_guardian_target_site 0 //mp_randomspawn 3 //mp_maxrounds 30 mp_roundtime 15 bot_difficulty 1 bot_allow_rogues 0 mp_use_respawn_waves 2 mp_respawn_on_death_t 0 mp_respawn_on_death_ct 1 mp_startmoney 400 mp_afterroundmoney 0 mp_buytime 900 sv_buy_status_override 0 mp_ct_default_primary "" mp_ct_default_secondary weapon_fiveseven mp_t_default_primary "" mp_t_default_secondary weapon_glock mp_free_armor 2 sv_auto_adjust_bot_difficulty 0 sv_bots_get_easier_each_win 25 sv_bots_get_harder_after_each_wave 2 sv_bots_force_rebuy_every_round 1 mp_buy_anywhere 1 mp_buy_during_immunity 0 bot_allow_rifles 1 // If nonzero, bots may use rifles. bot_allow_snipers 1 // If nonzero, bots may use sniper rifles. bot_allow_machine_guns 0 // If nonzero, bots may use the machine gun. cash_player_killed_enemy_default 300 // Money award to player when they kill an enemy (which then gets scaled per weapon) cash_player_get_killed 0 // Money a player can get when they are killed by another player cash_player_bomb_planted 100 cash_team_survive_guardian_wave 500 cash_team_elimination_bomb_map 0 cash_team_loser_bonus 400 cash_team_loser_bonus_consecutive_rounds 200 mp_guardian_special_kills_needed 30 mp_guardian_special_weapon_needed any mp_guardian_player_dist_min 1600 mp_guardian_player_dist_max 2000 mp_hostages_spawn_same_every_round 1 mp_hostages_spawn_force_positions "3" mp_guardian_bot_money_per_wave 900 // 0 = lounge // 1 = storage // 2 = back projector // 3 = tv // 4 = kitchen // 5 = desks // 6 = hall // 7 = lounge 2 // 8 = side projector // if set, the map will declare this team the winner when the round timer expires. // (-1 == map default, 0 == draw, 2 == Ts, 3 == CTs) // Ts win if the round timer runs out mp_default_team_winner_no_objective 3