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CSGO Server Bots and map issue


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Lucaat
New Member
Join Date: Nov 2017
Old 11-18-2017 , 18:11   CSGO Server Bots and map issue
Reply With Quote #1

Hello!

I recently got into CSGO and wanted to create a Server.

These are my parameters:

To launch:
Code:
screen -dmS csgoserver1 ./srcds_run -game csgo -console -usercon +game_type 0 +game_mode 1 +host_workshop_collection 1203818506 +workshop_start_map 125438255 -authkey XXXXXXX -tickrate 128
The autoexec.cfg looks like this:
Code:
log on //This is set to turn on logging! Don't put this in your server.cfg
hostname "> FRAG-HOUSE < - CLASSIC SERVER - BOMB/HOSTAGE - AIM
sv_setsteamaccount "XXXXXXX"
rcon_password "XXXXX"
sv_password "" //Only set this if you intend to have a private server!
sv_cheats 0 //This should always be set, so you know it's not on
sv_lan 0 //This should always be set, so you know it's not on
exec banned_user.cfg
exec banned_ip.cfg
exec csgoserver1.cfg
and the csgoserver1.cfg looks like this:
Code:
ammo_grenade_limit_default 1
ammo_grenade_limit_flashbang 2
ammo_grenade_limit_total 4

bot_quota 0					// Determines the total number of bots in the game

cash_player_bomb_defused 300
cash_player_bomb_planted 300
cash_player_damage_hostage -30
cash_player_interact_with_hostage 150
cash_player_killed_enemy_default 300
cash_player_killed_enemy_factor 1
cash_player_killed_hostage -1000
cash_player_killed_teammate -300
cash_player_rescued_hostage 1000
cash_team_elimination_bomb_map 3250
cash_team_hostage_alive 150
cash_team_hostage_interaction 150
cash_team_loser_bonus 1400
cash_team_loser_bonus_consecutive_rounds 500
cash_team_planted_bomb_but_defused 800
cash_team_rescued_hostage 750
cash_team_terrorist_win_bomb 3500
cash_team_win_by_defusing_bomb 3500
cash_team_win_by_hostage_rescue 3500
cash_player_get_killed 0
cash_player_respawn_amount 0
cash_team_elimination_hostage_map_ct 2000
cash_team_elimination_hostage_map_t 1000
cash_team_win_by_time_running_out_bomb 3250
cash_team_win_by_time_running_out_hostage 3250


ff_damage_reduction_grenade 0.85           	// How much to reduce damage done to teammates by a thrown grenade.  Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy)
ff_damage_reduction_bullets 0.33           	// How much to reduce damage done to teammates when shot.  Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy)
ff_damage_reduction_other 0.4              	// How much to reduce damage done to teammates by things other than bullets and grenades.  Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy)
ff_damage_reduction_grenade_self 1         	// How much to damage a player does to himself with his own grenade.  Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy)

mp_afterroundmoney 0				// amount of money awared to every player after each round
mp_autokick 0					// Kick idle/team-killing players
mp_autoteambalance 0
mp_buytime 15                           	// How many seconds after round start players can buy items for.
mp_c4timer 40                           	// How long from when the C4 is armed until it blows
mp_death_drop_defuser 1				// Drop defuser on player death
mp_death_drop_grenade 2				// Which grenade to drop on player death: 0=none, 1=best, 2=current or best
mp_death_drop_gun 1				// Which gun to drop on player death: 0=none, 1=best, 2=current or best
mp_defuser_allocation 0				// How to allocate defusers to CTs at start or round: 0=none, 1=random, 2=everyone
mp_do_warmup_period 1				// Whether or not to do a warmup period at the start of a match.
mp_forcecamera 1                        	// Restricts spectator modes for dead players
mp_force_pick_time 160				// The amount of time a player has on the team screen to make a selection before being auto-teamed 
mp_free_armor 0					// Determines whether armor and helmet are given automatically.
mp_freezetime 12                        	// How many seconds to keep players frozen when the round starts
mp_friendlyfire 1                       	// Allows team members to injure other members of their team
mp_halftime 1					// Determines whether or not the match has a team-swapping halftime event.
mp_halftime_duration 15				// Number of seconds that halftime lasts
mp_join_grace_time 30				// Number of seconds after round start to allow a player to join a game
mp_limitteams 0                         	// Max # of players 1 team can have over another (0 disables check)
mp_logdetail 3                          	// Logs attacks.  Values are: 0=off, 1=enemy, 2=teammate, 3=both)
mp_match_can_clinch 1				// Can a team clinch and end the match by being so far ahead that the other team has no way to catching up
mp_match_end_restart 0				// At the end of the match, perform a restart instead of loading a new map
mp_maxmoney 16000				// maximum amount of money allowed in a player's account
mp_maxrounds 30                         	// max number of rounds to play before server changes maps
mp_molotovusedelay 0                    	// Number of seconds to delay before the molotov can be used after acquiring it
mp_playercashawards 1				// Players can earn money by performing in-game actions
mp_playerid 0					// Controls what information player see in the status bar: 0 all names; 1 team names; 2 no names 
mp_playerid_delay 0.5				// Number of seconds to delay showing information in the status bar
mp_playerid_hold 0.25				// Number of seconds to keep showing old information in the status bar
mp_round_restart_delay 5			// Number of seconds to delay before restarting a round after a win
mp_roundtime 1.92                       	// How many minutes each round takes.
mp_roundtime_defuse 1.92                	// How many minutes each round takes on defusal maps.
mp_solid_teammates 1 				// Determines whether teammates are solid or not.
mp_startmoney 800                       	// amount of money each player gets when they reset
mp_teamcashawards 1				// Teams can earn money by performing in-game actions
mp_timelimit 120                           	// game time per map in minutes
mp_tkpunish 0					// Will a TK'er be punished in the next round?  {0=no,  1=yes}
mp_warmuptime 0					// If true, there will be a warmup period/round at the start of each match to allow
mp_weapons_allow_map_placed 1             	// If this convar is set, when a match starts, the game will not delete weapons placed in the map.
mp_weapons_allow_zeus 1				// Determines whether the Zeus is purchasable or not.
mp_win_panel_display_time 15	                // The amount of time to show the win panel between matches / halfs

spec_freeze_time 2.0                            // Time spend frozen in observer freeze cam.
spec_freeze_panel_extended_time 0               // Time spent with the freeze panel still up after observer freeze cam is done.
spec_freeze_time_lock 2
spec_freeze_deathanim_time 0

sv_accelerate 5.5			        // ( def. "10" ) client notify replicated 
sv_stopspeed 80					//
sv_allow_votes 0				// Allow voting?
sv_allow_wait_command 0			        // Allow or disallow the wait command on clients connected to this server.
sv_alltalk 0					// Players can hear all other players' voice communication, no team restrictions
sv_alternateticks 0				// If set, server only simulates entities on even numbered ticks.
sv_cheats 0                                     // Allow cheats on server
sv_clockcorrection_msecs 15                     // The server tries to keep each player's m_nTickBase withing this many msecs of the server absolute tickcount
sv_consistency 0				// Whether the server enforces file consistency for critical files
sv_contact [email protected]			// Contact email for server sysop
sv_damage_print_enable 0                        // Turn this off to disable the player's damage feed in the console after getting killed.
sv_dc_friends_reqd 0			        // Set this to 0 to allow direct connects to a game in progress even if no presents
sv_deadtalk 0					// Dead players can speak (voice, text) to the living
sv_forcepreload 0				// Force server side preloading.
sv_friction 5.2					// World friction.
sv_full_alltalk 0				// Any player (including Spectator team) can speak to any other player
sv_gameinstructor_disable 1		        // Force all clients to disable their game instructors.
sv_ignoregrenaderadio 0                         // Turn off Fire in the hole messages
sv_kick_players_with_cooldown 0                 // (0: do not kick; 1: kick Untrusted players; 2: kick players with any cooldown)
sv_kick_ban_duration 0                          // How long should a kick ban from the server should last (in minutes)
sv_lan 0                                        // Server is a lan server ( no heartbeat, no authentication, no non-class C addresses )
sv_log_onefile 0				// Log server information to only one file.
sv_logbans 1					// Log server bans in the server logs.
sv_logecho 1					// Echo log information to the console.
sv_logfile 1					// Log server information in the log file.
sv_logflush 0					// Flush the log file to disk on each write (slow).
sv_logsdir logfiles                             // Folder in the game directory where server logs will be stored.
sv_maxrate 0					// min. 0.000000 max. 30000.000000 replicated  Max bandwidth rate allowed on server, 0 == unlimited
sv_mincmdrate 30				// This sets the minimum value for cl_cmdrate. 0 == unlimited.
sv_minrate 20000				// Min bandwidth rate allowed on server, 0 == unlimited
sv_competitive_minspec 1                        // Enable to force certain client convars to minimum/maximum values to help prevent competitive advantages.
sv_competitive_official_5v5 1			// Enable to force the server to show 5v5 scoreboards and allows spectators to see characters through walls.
sv_pausable 1                                   // Is the server pausable.
sv_pure 1
sv_pure_kick_clients 1                          // If set to 1, the server will kick clients with mismatching files. Otherwise, it will issue a warning to the client.
sv_pure_trace 0					// If set to 1, the server will print a message whenever a client is verifying a CR
sv_spawn_afk_bomb_drop_time 30                 	// Players that spawn and don't move for longer than sv_spawn_afk_bomb_drop_time (default 15 seconds) will automatically drop the bomb.
sv_steamgroup_exclusive 0                     	// If set, only members of Steam group will be able to join the server when it's empty, public people will be able to join the server only if it has players.
sv_voiceenable 1
sv_auto_full_alltalk_during_warmup_half_end 0
sv_region 3
sv_hibernate_when_empty 0
host_name_store 1
host_info_show 2
host_players_show 2

say "> Config loaded"
My questions are: Why are bots there when I join despite the bot_quota 0 setting? If i load the the server config again with rcon exec csgoserver1.cfg all bots are kicked. But when the server first launches it has bots. But it does load the servers cfg :S
and Why does when running rcon changelevel2 \worshopxxxx\xxxx does the map always reload when all rounds have been played?

When I leave the server alone it will load the next map in rotation from the workshop collection, but as soon as I choose a map with rcon it will be stuck on that map without continuing the rotation.

EDIT: I fixed the bot problem, I needed to run the server cfg from gamemodes_server

Now the only problem remains that if I choose a map with rcon it will be stuck on that map and the rotation will stop working.

Last edited by Lucaat; 11-18-2017 at 23:13. Reason: corrections
Lucaat is offline
hamilton5
Veteran Member
Join Date: Oct 2012
Location: USA
Old 11-20-2017 , 22:31   Re: CSGO Server Bots and map issue
Reply With Quote #2

https://developer.valvesoftware.com/..._Configuration

bots are there because gamemodes files are being exec'd after yours and your bot_quota value is getting changed.

you do not need to type all that just to change a map... just type sm_map mapname
but I am unsure of your question, because of course the map will reload and restart for players...

maybe you are inadvertently changing what your 'hosting' by using those other changelevel and host commands.. try just simple sm_map command and learn the order that .cfg files are exec'd - you should not need a csgoserver1.cfg file those cvars should go into the gamemode_competitive_server.cfg or server.cfg file

Last edited by hamilton5; 11-20-2017 at 22:31.
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