// the strats run by bots, supports rush_b and rush_a // the index of the bombsite that CTs will spawn at (the index is different per map) mp_guardian_target_site 0 // what team will spawn randomly, 3 is team CT mp_randomspawn 3 //mp_maxrounds 15 mp_roundtime 15 bot_difficulty 1 // whether or not to use respawn waves // 1 will have then spawn in rolling waves // 2 has them spawn only when the whole team is dead mp_use_respawn_waves 2 mp_respawn_on_death_t 1 mp_startmoney 1000 mp_afterroundmoney 0 mp_buytime 900 //Override for buy status map info. 0 = everyone can buy, 1 = ct only, 2 = t only 3 = nobody sv_buy_status_override 0 mp_ct_default_primary weapon_mp7 mp_ct_default_secondary weapon_fiveseven mp_free_armor 2 sv_auto_adjust_bot_difficulty 0 // ony bot gets easier on team T each time they win a round sv_bots_get_easier_each_win 30 sv_bots_get_harder_after_each_wave 2 sv_bots_force_rebuy_every_round 1 mp_buy_anywhere 1 sv_buy_status_override 2 mp_buy_during_immunity 0 bot_allow_machine_guns 1 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. cash_player_killed_enemy_default 0 // 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 0 cash_team_survive_guardian_wave 0 cash_team_elimination_bomb_map 0 cash_team_loser_bonus 0 cash_team_loser_bonus_consecutive_rounds 0 mp_guardian_bot_money_per_wave 700 // 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 // # of kills needed witht he special weapon to win the match mp_guardian_special_kills_needed 50 // which weapon is needed to get kills with to win the match // if this is blank, the players just need to survive until the round timer expires to win // make sure mp_default_team_winner_no_objective is set to have the CTs win if this is set to blank! mp_guardian_special_weapon_needed any // The distance at which we start to warn a player when they are too far from the guarded bombsite. mp_guardian_player_dist_min 1200 // The maximum distance a player is allowed to get from the bombsite before they're killed. mp_guardian_player_dist_max 1360