//GUARDIAN MISSION SETTINGS //Office // the index of the bombsite that CTs will spawn at (the index is different per map) //mp_guardian_target_site 0 mp_guardian_force_collect_hostages_timeout 1 // what team will spawn randomly, 3 is team CT mp_randomspawn 0 mp_maxrounds 30 mp_roundtime 30 bot_difficulty 2 bot_quota 7 mp_autoteambalance 0 // 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_ct 1 mp_respawn_on_death_t 0 mp_startmoney 0 mp_afterroundmoney 0 mp_buytime 900 sv_buy_status_override 0 mp_ct_default_primary "" mp_ct_default_secondary weapon_hkp2000 mp_t_default_primary "" mp_t_default_secondary weapon_p250 mp_free_armor 2 sv_guardian_health_refresh_per_wave 50 sv_guardian_respawn_health 50 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 15 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_shotguns 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 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 400 cash_team_elimination_bomb_map 0 cash_team_loser_bonus 400 cash_team_loser_bonus_consecutive_rounds 100 sv_guardian_max_wave_for_heavy 5 sv_guardian_min_wave_for_heavy 2 sv_guardian_heavy_count 2 mp_guardian_special_kills_needed 30 mp_guardian_special_weapon_needed "" mp_guardian_player_dist_min 800 mp_guardian_player_dist_max 1100 mp_hostages_spawn_same_every_round 1 mp_hostages_spawn_force_positions 0 mp_guardian_bot_money_per_wave 1000 // 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