mp_guardian_special_kills_needed 10 mp_guardian_special_weapon_needed scar20 mp_startmoney 0 mp_maxmoney 10000 mp_guardian_bot_money_per_wave 1200 cash_team_survive_guardian_wave 400 cash_team_loser_bonus -16000 cash_team_loser_bonus_consecutive_rounds 100 bot_difficulty 2 sv_bots_get_harder_after_each_wave 4 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 1 // If nonzero, bots may use the machine gun. bot_coop_force_throw_grenade_chance .7 //sv_bot_buy_grenade_chance 1 //sv_bot_buy_smoke_weight 1 //sv_bot_buy_flash_weight 1 sv_bot_buy_decoy_weight 0 sv_bot_buy_molotov_weight 1 sv_bot_buy_hegrenade_weight .6 mp_guardian_player_dist_min 1200 mp_guardian_player_dist_max 1700 // this usually stays the same below here mp_guardian_target_site 0 mp_randomspawn 3 //mp_maxrounds 30 mp_roundtime 15 mp_use_respawn_waves 2 mp_respawn_on_death_t 1 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_force_rebuy_every_round 1 mp_buy_anywhere 1 mp_buy_during_immunity 0 cash_player_get_killed 0 // Money a player can get when they are killed by another player cash_player_bomb_planted 100 cash_team_elimination_bomb_map 0 // 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 2