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remove armor - aim maps


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szogun
Senior Member
Join Date: Apr 2016
Old 01-04-2019 , 13:36   remove armor - aim maps
Reply With Quote #1

How can I remove the armor added by the map

bspconvar_whitelist.txt

PHP Code:
// This file should include convars which custom bsps are permitted to change via the bsp cfg file
// if a convar doesn't exist in this list, a map is not permitted to change it via the map's cfg file
// all convars in this list will also get set to their default values when a game mode cfg file is executed

"convars"
{
    
ammo_grenade_limit_default                            1    // How many of each grenade (except flashbangs) are we allowed to carry?
    
ammo_grenade_limit_flashbang                        1    // How many flashbangs are we allowed to carry?
    
ammo_item_limit_healthshot                            1    // How many health shots are we allowed to carry?
    
ammo_grenade_limit_total                            1    // How many total grenades can we carry?
    
bot_allow_grenades                                    1    // If nonzero, bots may use grenades.
    
bot_allow_machine_guns                                1    // If nonzero, bots may use the machine gun.
    
bot_allow_pistols                                    1    // If nonzero, bots may use pistols.
    
bot_allow_rifles                                    1    // If nonzero, bots may use rifles.
    
bot_allow_rogues                                    1
    bot_allow_shotguns                                    1    
// If nonzero, bots may use shotguns.
    
bot_allow_snipers                                    1    // If nonzero, bots may use sniper rifles.
    
bot_allow_sub_machine_guns                            1    // If nonzero, bots may use sub-machine guns.
    
bot_autodifficulty_threshold_high                    1    // Amount above avg human contribution score, above which a bot should lower its difficulty
    
bot_autodifficulty_threshold_low                    1    // Amount below avg human contribution score, below which a bot should raise its difficulty
    
bot_chatter                                            1    // Control how bots talk. Allowed values: 'off', 'radio', 'minimal', or 'normal'.
    
bot_defer_to_human_goals                            1    // If nonzero and there is a human on the team, the bots will not do the scenario tasks.
    
bot_defer_to_human_items                            1    // If nonzero and there is a human on the team, the bots will not get scenario items.
    
bot_difficulty                                        1    
    bot_quota                                            1    
// Determines the total number of bots in the game.
    
bot_quota_mode                                        1    // Determines the type of quota. Allowed values: 'normal', 'fill', and 'match'. If 'fill', the server will adjust bots to keep N players in the game, where N is bot_quota. If 'match', the server will maintain a 1:N ratio of humans to bots, where N is bot_quota.
    
cash_player_bomb_defused                            1
    cash_player_bomb_planted                            1
    cash_player_damage_hostage                            1    
// The penalty (or bonus) players get from harming a hostage
    
cash_player_get_killed                                1    // Money a player can get when they are killed by another player
    
cash_player_interact_with_hostage                    1
    cash_player_killed_enemy_default                    1    
// Money award to player when they kill an enemy (which then gets scaled per weapon)
    
cash_player_killed_enemy_factor                        1    // Scaler that adjusts the money recieved per kill
    
cash_player_killed_hostage                            1    // The penalty (or bonus) players get for killing a hostage
    
cash_player_killed_teammate                            1
    cash_player_rescued_hostage                            1
    cash_player_respawn_amount                            1    
// The money bonus a play can get when they respawn (if respawning is enabled)
    
cash_team_elimination_bomb_map                        1
    cash_team_elimination_hostage_map_ct                1
    cash_team_elimination_hostage_map_t                    1
    cash_team_hostage_alive                                1
    cash_team_hostage_interaction                        1
    cash_team_loser_bonus                                1
    cash_team_loser_bonus_consecutive_rounds            1
    cash_team_planted_bomb_but_defused                    1
    cash_team_rescued_hostage                            1
    cash_team_survive_guardian_wave                        1
    cash_team_terrorist_win_bomb                        1
    cash_team_win_by_defusing_bomb                        1
    cash_team_win_by_hostage_rescue                        1
    cash_team_win_by_time_running_out_bomb                1
    cash_team_win_by_time_running_out_hostage            1
    contributionscore_assist                            1
    contributionscore_bomb_defuse_minor                    1
    contributionscore_bomb_defuse_major                    1
    contributionscore_bomb_planted                        1
    contributionscore_bomb_exploded                        1
    contributionscore_cash_bundle                        1
    contributionscore_crate_break                        1
    contributionscore_hostage_kill                        1
    contributionscore_hostage_rescue_minor                1
    contributionscore_hostage_rescue_major                1
    contributionscore_kill                                1
    contributionscore_kill_factor                        1
    contributionscore_objective_kill                    1
    contributionscore_suicide                            1
    contributionscore_team_kill                            1
    ff_damage_reduction_bullets                            1    
// 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_grenade                            1    // 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_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)
    
ff_damage_reduction_other                            1    // 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)
    
global_chatter_info                                    1
    healthshot_healthboost_time                            1
    healthshot_healthboost_damage_multiplier            1
    healthshot_healthboost_speed_multiplier                1
    mp_afterroundmoney                                    1    
// Amount of money awared to every player after each round
    
mp_anyone_can_pickup_c4                                1
    mp_autokick                                            1
    mp_autoteambalance                                    1
    mp_buy_allow_grenades                                1    
// Whether or not grenades can be purchased from the buy menu
    
mp_buy_allow_guns                                    1    // Bitfield: which weapons can be purchased. pistols (1), SMGs (2), rifles (4), shotguns (8), sniper rifles (16), heavy MGs (32)
    
mp_buy_anywhere                                        1
    mp_buy_during_immunity                                1
    mp_buytime                                            1    
// How many seconds after round start players can buy items for.
    
mp_c4_cannot_be_defused                                1
    mp_c4timer                                            1
    mp_consecutive_loss_max                                1    
// Maximum loss streak (default 4).  Maximum per-round impact is mp_consecutive_loss_max * cash_team_loser_bonus_consecutive_rounds
    
mp_coop_force_join_ct                                1
    mp_coopmission_bot_difficulty_offset                1
    mp_coopmission_mission_number                        1
    mp_ct_default_grenades                                1    
// The default grenades that the CTs will spawn with.  To give multiple grenades, separate each weapon class with a space like this: 'weapon_molotov weapon_hegrenade'
    
mp_ct_default_melee                                    1    // The default melee weapon that the CTs will spawn with.  Even if this is blank, a knife will be given.  To give a taser, it should look like this: 'weapon_knife weapon_taser'.  Remember to set mp_weapons_allow_zeus to 1 if you want to give a taser!
    
mp_ct_default_primary                                1    // The default primary (rifle) weapon that the CTs will spawn with
    
mp_ct_default_secondary                                1    // The default secondary (pistol) weapon that the CTs will spawn with
    
mp_damage_headshot_only                                1    // Bullets that aren't headshots don't deal damage
    
mp_damage_scale_ct_body                                1    // Scales the damage a CT player takes by this much when they take damage in the body. (1 == 100%, 0.5 == 50%)
    
mp_damage_scale_ct_head                                1    // Scales the damage a CT player takes by this much when they take damage in the head. (1 == 100%, 0.5 == 50%)
    
mp_damage_scale_t_body                                1    // Scales the damage a T player takes by this much when they take damage in the body. (1 == 100%, 0.5 == 50%)
    
mp_damage_scale_t_head                                1    // Scales the damage a T player takes by this much when they take damage in the head. (1 == 100%, 0.5 == 50%)
    
mp_damage_vampiric_amount                            1    // Hits heal you
    
mp_death_drop_c4                                    1
    mp_death_drop_defuser                                1    
// Whether a defuser drops from a player holding on when they die
    
mp_death_drop_grenade                                1    // 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_deathcam_skippable                                1    // Determines whether a player can early-out of the deathcam
    
mp_default_team_winner_no_objective                    1    // if set, the map will declare this team the winner when the round timer expires.  (-1 == map default, 0 == draw, 2 == Ts, 3 == CTs)
    
mp_defuser_allocation                                1    // How to allocate defusers to CTs at start or round: 0=none, 1=random, 2=everyone
    
mp_display_kill_assists                                1    // Whether to display and score player assists
    
mp_dm_bonus_percent                                    1    // Additional % of kill score to award for a bonus weapon kill
    
mp_dm_bonus_respawn                                    1    // Whether to respawn when you get the DM bonus weapon or just have it given to you at your current location
    
mp_dm_bonusweapon_dogtags                            1    // How many additional dogtags to drop when getting a kill with the bonus weapon
    
mp_dm_dogtag_score                                    1    // How many points it is worth to collect an enemy's dogtag in deathmatch
    
mp_dm_kill_base_score                                1    // How many points to award for a kill in deathmatch
    
mp_dm_teammode                                        1    // Deathmatch uses team DM rules
    
mp_dm_teammode_bonus_score                            1    // Team DM victory points to award for kills with the bonus weapon
    
mp_dm_teammode_dogtag_score                            1    // Team DM victory points to award for enemy dogtag collection
    
mp_dm_teammode_kill_score                            1    // Team DM victory points to award for player kills
    
mp_dogtag_despawn_on_killer_death                    1    // If set, dogtags will despawn when the person who killer the owner dies
    
mp_dogtag_despawn_time                                1    // Dogtags automatically despawn after this many seconds (0=infinite)
    
mp_dogtag_pickup_rule                                1    // Who is allowed to pick up dogtags (0=killer, 1=killer's team, 2=victim's team, 3=killer OR victim's team, 4=everyone)
    
mp_drop_grenade_enable                                1    // Allows players to drop grenades.
    
mp_drop_knife_enable                                1    // Allow players to drop knives.
    
mp_economy_reset_rounds                                1    // how many rounds before economy is reset to default
    
mp_equipment_reset_rounds                            1    // how many rounds before equipment is reset to default
    
mp_force_assign_teams                                1
    mp_force_pick_time                                    1    
// The amount of time a player has on the team screen to make a selection before being auto-teamed
    
mp_forcecamera                                        1    // Restricts spectator modes for dead players. 0 = Any team. 1 = Only own team. 2 = No one; fade to black on death (previously mp_fadetoblack).
    
mp_free_armor                                        0    // Determines whether armor (1) and/or helmet (2) are given automatically.
    
mp_freezetime                                        1    // 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_ggprogressive_round_restart_delay                1
    mp_ggtr_always_upgrade                                1
    mp_ggtr_bomb_defuse_bonus                            1
    mp_ggtr_bomb_detonation_bonus                        1
    mp_ggtr_bomb_pts_for_flash                            1
    mp_ggtr_bomb_pts_for_he                                1
    mp_ggtr_bomb_pts_for_molotov                        1
    mp_ggtr_bomb_pts_for_upgrade                        1
    mp_ggtr_bomb_respawn_delay                            1
    mp_ggtr_end_round_kill_bonus                        1
    mp_ggtr_halftime_delay                                1
    mp_ggtr_last_weapon_kill_ends_half                    1
    mp_give_player_c4                                    1    
// Whether this map should spawn a c4 bomb for a player or not
    
mp_global_damage_per_second                            1    // Being alive damages you (can't die from this damage)
    
mp_guardian_bot_money_per_wave                        1
    mp_guardian_loc_adjective                            1    
// (If set) kill condition token (#quest_hud_guardian_adjective_<name>)
    
mp_guardian_loc_condition                            1    // (If set) kill condition token (#quest_hud_guardian_condition_<name>)
    
mp_guardian_loc_icon                                1    // (If set) icon to override for guardian mission
    
mp_guardian_loc_mission                                1    // Token to use to generate guardian mission (#quest_hud_guardian_mission_<name>)
    
mp_guardian_loc_override                            1    // Token to use to display guardian mission (#quest_hud_guardian_override_<name>) (if exists) (IMPORTANT FOR LOC: should be unique for each guardian mission)
    
mp_guardian_loc_weapon                                1    // (If set) weapon name token (#SFUI_WPNHUD_<name>)
    
mp_guardian_player_dist_max                            1
    mp_guardian_player_dist_min                            1
    mp_guardian_special_kills_needed                    1
    mp_guardian_special_weapon_needed                    1
    mp_guardian_target_site                                1
    mp_halftime                                            1    
// Set to 1 to stay in halftime indefinitely. Set to 0 to resume the timer.
    
mp_halftime_pausetimer                                1    // Set to 1 to stay in halftime indefinitely. Set to 0 to resume the timer.
    
mp_heavyassaultsuit_cooldown                        1    // Controls heavy assault suit cooldown (disabled in cooperative modes)
    
mp_hostagepenalty                                    1    // Terrorist are kicked for killing too much hostages
    
mp_hostages_max                                        1    
    mp_hostages_spawn_force_positions                    1
    mp_hostages_spawn_same_every_round                    1
    mp_items_prohibited                                    1
    mp_limitteams                                        1    
// Max # of players 1 team can have over another (0 disables check)
    
mp_match_can_clinch                                    1    // 0=No mercy rule, 1=team can clinch match win early if they win > 1/2 total rounds
    
mp_match_end_changelevel                            1    // 0=No mercy rule, 1=team can clinch match win early if they win > 1/2 total rounds
    
mp_max_armor                                        1    // Determines whether armor (1) and/or helmet (2) are available for purchase.
    
mp_maxmoney                                            1    // maximum amount of money allowed in a player's account
    
mp_maxrounds                                        1    // max number of rounds to play before server changes maps
    
mp_molotovusedelay                                    1    // Number of seconds to delay before the molotov can be used after acquiring it
    
mp_only_cts_rescue_hostages                            1    // Only CTs can rescue hostages
    
mp_plant_c4_anywhere                                1    // Don't have to be inside a site to plant bomb
    
mp_playercashawards                                    1    // Players can earn money by performing in-game actions
    
mp_radar_showall                                    1   // Determines who should see all in the radar.    0 = default. 1 = both teams. 2 = Terrorists. 3 = CTs.
    
mp_randomspawn                                        1    // Determines whether players are to spawn.        0 = default; 1 = both teams; 2 = Terrorists; 3 = CTs.
    
mp_randomspawn_dist                                    1
    mp_randomspawn_los                                    1
    mp_respawn_immunitytime                                1    
// How many seconds after respawn immunity lasts.
    
mp_respawn_on_death_ct                                1    // When set to 1, counter-terrorists will respawn after dying.
    
mp_respawn_on_death_t                                1    // When set to 1, terrorists will respawn after dying.
    
mp_respawnwavetime_ct                                1    // Time between respawn waves for CTs.
    
mp_respawnwavetime_t                                1    // Time between respawn waves for Terrorists.
    
mp_round_restart_delay                                    1 // the default is "7". the "1" here is not used
    
mp_roundtime                                        1    // How many minutes each round takes.
    
mp_roundtime_defuse                                    1    // How many minutes each round of Bomb Defuse takes.
    
mp_roundtime_hostage                                1    // How many minutes each round of Hostage Rescue takes.
    
mp_solid_teammates                                    1    // Determines whether teammates are solid or not.
    
mp_starting_losses                                    1    // Loss streak to start each team with (default 0).  Results in the first round being worth additional cash for the losing team
    
mp_startmoney                                        1    // Amount of money each player starts with on match start, half start or reset
    
mp_tagging_scale                                    1    // Scalar for player tagging modifier when hit. Lower values for greater tagging.
    
mp_t_default_grenades                                1    // The default grenades that the CTs will spawn with.  To give multiple grenades, separate each weapon class with a space like this: 'weapon_molotov weapon_hegrenade'
    
mp_t_default_melee                                    1    // The default melee weapon that the Ts will spawn with.  Even if this is blank, a knife will be given.  To give a taser, it should look like this: 'weapon_knife weapon_taser'.  Remember to set mp_weapons_allow_zeus to 1 if you want to give a taser!
    
mp_t_default_primary                                1    // The default primary (rifle) weapon that the Ts will spawn with
    
mp_t_default_secondary                                1    // The default secondary (pistol) weapon that the Ts will spawn with
    
mp_taser_recharge_time                                1    // How many seconds does it take for a taser to recharge ( -1 = never )
    
mp_teamcashawards                                    1    // Teams can earn money by performing in-game actions
    
mp_teammates_are_enemies                            1    // When set, your teammates act as enemies and all players are valid targets.
    
mp_timelimit                                        1    // Allow the match to end when mp_timelimit hits instead of waiting for the end of the current round.
    
mp_use_respawn_waves                                1    // When set to 1, and that player's team is set to respawn, they will respawn in waves.
    
mp_warmup_pausetimer                                1    // Set to 1 to stay in warmup indefinitely. Set to 0 to resume the timer.
    
mp_warmuptime                                        1    // How long the warmup period lasts. Changing this value resets warmup.
    
mp_warmuptime_all_players_connected                    1    // How long the warmup period lasts after all humans have connected.
    
mp_weapon_self_inflict_amount                        1    // Attacking damages you if you miss (can't die from this damage)
    
mp_weapons_allow_heavy                                1    // Determines which teams can purchase heavy weapons (-1 = any; 0 = none; 2 = Ts; 3 = CTs)
    
mp_weapons_allow_heavyassaultsuit                    1    // Determines whether the Heavy Assault Suit is purchaseable or not (T only)
    
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_pistols                            1    // Determines which teams can purchase pistols (-1 = any; 0 = none; 2 = Ts; 3 = CTs)
    
mp_weapons_allow_rifles                                1    // Determines which teams can purchase rifles (-1 = any; 0 = none; 2 = Ts; 3 = CTs)
    
mp_weapons_allow_smgs                                1    // Determines which teams can purchase smgs (-1 = any; 0 = none; 2 = Ts; 3 = CTs)
    
mp_weapons_allow_typecount                            1    // How many weapons of each type can be purchased
    
mp_weapons_allow_zeus                                1    // Determines whether the Zeus is purchasable or not
    
mp_weapons_glow_on_ground                            1    // If this convar is set, weapons on the ground will have a glow around them and can be seen through walls.
    
mp_weapons_max_gun_purchases_per_weapon_per_match    1    // Can only buy each weapon this often per match ("weapons expert")
    
mp_heavyassaultsuit_speed                            1    // The max speed of a player when they are wearing the heavy assault suit
    
mp_heavyassaultsuit_deploy_timescale                        1    // How fast a player wearing the heavy assault suit will draw their weapon (1.0 = normal speed, 0.5 = half speed)
    
mp_heavyassaultsuit_aimpunch                            1    // How much EXTRA aim punch will happen when a player wearing the assault suit gets when shot
    
mp_heavybot_damage_reduction_scale                        1    
    mp_win_panel_display_time                            1
    inferno_child_spawn_max_depth                        1    
// Molotov spread variable
    
inferno_max_flames                                    1    // Molotov spread variable
    
inferno_max_range                                    1   // Molotov spread variable
    
molotov_throw_detonate_time                            1    // Molotov allowed throw duration
    
occlusion_test_async                                1
    spec_freeze_panel_extended_time                        1    
// Time spent with the freeze panel still up after observer freeze cam is done.
    
spec_freeze_time                                    1    // Time spend frozen in observer freeze cam.
    
spec_replay_enable                                    1 // the default is "0". the "1" here is not used
    
spec_replay_leadup_time                                1 // how long the spec replay delay is
    
spec_replay_bot                                        1 // whether bot kills show a replay
    
sv_accelerate                                        1
    sv_airaccelerate                                    1    
    sv_air_pushaway_dist                                1
    sv_allow_votes                                        1    
// Voting allowed in this mode
    
sv_alltalk                                            1    // DEPRECATED. Players can hear all enemy communication (voice, chat).  Use sv_talk_enemy_dead and sv_talk_enemy_living instead.
    
sv_arms_race_vote_to_restart_disallowed_after        1
    sv_auto_adjust_bot_difficulty                        1
    sv_auto_full_alltalk_during_warmup_half_end            1    
// When enabled, full alltalk is enabled at warmup, halftime and endgame
    
sv_autobunnyhopping                                    1    // Automatically jumps when touching ground
    
sv_autobuyammo                                        1
    sv_bot_buy_decoy_weight                                1
    sv_bot_buy_flash_weight                                1
    sv_bot_buy_grenade_chance                            1
    sv_bot_buy_hegrenade_weight                            1
    sv_bot_buy_molotov_weight                            1
    sv_bot_buy_smoke_weight                                1
    sv_bots_force_rebuy_every_round                        1
    sv_bots_get_easier_each_win                            1
    sv_bots_get_harder_after_each_wave                    1    
// only used in Guardian mode
    
sv_bounce                                            1    //"Bounce multiplier for when physically simulated objects collide with other objects.
    
sv_buy_status_override                                1    // Override for buy status map info. 0 = everyone can buy, 1 = ct only, 2 = t only 3 = nobody
    
sv_deadtalk                                            1    // When set, dead players can speak (voice, text) to living players on their team
    
sv_disable_show_team_select_menu                    1
    sv_disable_radar                                    1
    sv_disable_immunity_alpha                            1
    sv_duplicate_playernames_ok                            1
    sv_enablebunnyhopping                                1    
// Disables in-air movement speed cap
    
sv_env_entity_makers_enabled                        1
    sv_extract_ammo_from_dropped_weapons                1
    sv_falldamage_scale                                    1
    sv_falldamage_to_below_player_multiplier            1    
// Scale damage when distributed across two players
    
sv_falldamage_to_below_player_ratio                    1    // Landing on a another player's head gives them this ratio of the damage.
    
sv_force_reflections                                1
    sv_friction                                            1    
//"World friction."
    
sv_grassburn                                        1
    sv_gravity                                            1    
// World gravity. (default is 800)
    
sv_guardian_heavy_all                                1
    sv_guardian_heavy_count                                1
    sv_guardian_max_wave_for_heavy                        1
    sv_guardian_min_wave_for_heavy                        1
    sv_health_approach_enabled                            1
    sv_hegrenade_damage_multiplier                        1
    sv_hegrenade_radius_multiplier                        1
    sv_ignoregrenaderadio                                1    
// Turn off Fire in the hole messages
    
sv_infinite_ammo                                    1
    sv_knife_attack_extend_from_player_aabb                1
    sv_maxspeed                                            1
    sv_maxvelocity                                        1    
//Maximum speed any ballistically moving object is allowed to attain per axis.
    
sv_occlude_players                                    1
    sv_outofammo_indicator                                1
    sv_show_ragdoll_playernames                            1
    sv_show_team_equipment_force_on                        1
    sv_staminajumpcost                                    1    
// Modifies jumping stamina (default .08)
    
sv_staminalandcost                                    1    // Modifies landing stamina (default .18)
    
sv_stopspeed                                        1    //"Minimum stopping speed when on ground.
    
sv_talk_enemy_dead                                    1    // Dead players can hear dead enemy communication (voice, chat)
    
sv_talk_enemy_living                                1    // Live players can hear living enemy communication (voice, chat)
    
sv_teamid_overhead_maxdist_spec                        1
    sv_teamid_overhead_maxdist                            1
    sv_vote_to_changelevel_before_match_point            1
    sv_wateraccelerate                                    1       
    sv_waterfriction                                    1       
    sv_water_movespeed_multiplier                        1    
// Water movespeed    
    
sv_water_swim_mode                                    1    // Prevent going under water
    
sv_weapon_encumbrance_per_item                        1    // Encumbrance fixed cost
    
sv_weapon_encumbrance_scale                            1    // Encumbrance ratio to active weapon
    
tv_delay                                            1
    weapon_accuracy_nospread                            1
    weapon_air_spread_scale                                1
    weapon_max_before_cleanup                            1
    weapon_recoil_scale                                    1
    weapon_reticle_knife_show                            1
    weapon_sound_falloff_multiplier                        1

gamemode_casual.cfg
PHP Code:
bot_autodifficulty_threshold_high                    0.0    // Value between -20.0 and 20.0 (Amount above avg human contribution score, above which a bot should lower its difficulty)
bot_autodifficulty_threshold_low                    -2.0    // Value between -20.0 and 20.0 (Amount below avg human contribution score, below which a bot should raise its difficulty)
bot_chatter                                            normal
bot_defer_to_human_goals                            1
bot_defer_to_human_items                            1
bot_difficulty                                        2
bot_quota_mode                                        fill
cash_player_bomb_defused                            0
cash_player_bomb_planted                            0
cash_player_damage_hostage                            0
cash_player_interact_with_hostage                    0
cash_player_killed_enemy_default                    0
cash_player_killed_enemy_factor                        0.5
cash_player_killed_hostage                            0
cash_player_killed_teammate                            0
cash_player_rescued_hostage                            0
cash_team_elimination_bomb_map                        0
cash_team_elimination_hostage_map_t                    0
cash_team_elimination_hostage_map_ct                0
cash_team_hostage_alive                                0
cash_team_hostage_interaction                        0
cash_team_loser_bonus                                0
cash_team_loser_bonus_consecutive_rounds            0
cash_team_planted_bomb_but_defused                    0
cash_team_rescued_hostage                            0
cash_team_terrorist_win_bomb                        0
cash_team_win_by_defusing_bomb                        0
cash_team_win_by_hostage_rescue                        0
cash_team_win_by_time_running_out_hostage            0
cash_team_win_by_time_running_out_bomb                0
ff_damage_reduction_bullets                            0
ff_damage_reduction_grenade                            0
ff_damage_reduction_grenade_self                    0
ff_damage_reduction_other                            1
mp_afterroundmoney                                    0
mp_buytime                                            0
mp_buy_anywhere                                        0
mp_buy_during_immunity                                0
mp_death_drop_defuser                                1    
mp_death_drop_grenade                                2            
// 0=none, 1=best, 2=current or best
mp_death_drop_gun                                    1            // 0=none, 1=best, 2=current or best
mp_defuser_allocation                                0            // 0=none, 1=random, 2=everyone
mp_force_pick_time                                    15
mp_forcecamera                                        1            
// Set to 1 for team only spectating.
mp_free_armor                                        0            
mp_freezetime                                        0
mp_friendlyfire                                        0
mp_ggprogressive_round_restart_delay                5
mp_ggtr_bomb_defuse_bonus                            0
mp_ggtr_bomb_detonation_bonus                        1
mp_ggtr_bomb_pts_for_flash                            4
mp_ggtr_bomb_pts_for_he                                3
mp_ggtr_bomb_pts_for_molotov                        5
mp_ggtr_bomb_pts_for_upgrade                        2
mp_ggtr_bomb_respawn_delay                            0
mp_ggtr_end_round_kill_bonus                        1
mp_ggtr_halftime_delay                                0.0
mp_ggtr_last_weapon_kill_ends_half                    0
mp_respawn_immunitytime                                0
mp_halftime                                            0
mp_match_can_clinch                                    0            
// 0=No mercy rule, 1=team can clinch match win early if they win > 1/2 total rounds
mp_maxmoney                                            0
mp_maxrounds                                        0
mp_molotovusedelay                                    0
mp_playercashawards                                    0
mp_roundtime                                        2
mp_roundtime_hostage                                2
mp_roundtime_defuse                                    2            
// Typical ValveOfficial Casual defuse mp_match_end_changelevel "1"s are 90-100 seconds.
mp_solid_teammates                                    0
mp_startmoney                                        0
mp_teamcashawards                                    0
mp_timelimit                                        15
mp_warmuptime                                        30        
mp_weapons_allow_zeus                                0
mp_weapons_allow_typecount                            2
spec_freeze_panel_extended_time                        0
spec_freeze_time                                    5.0
sv_allow_votes                                        0        
// Voting allowed in this mode
sv_alltalk                                            1
sv_arms_race_vote_to_restart_disallowed_after        0
sv_vote_to_changelevel_before_match_point            0        
sv_deadtalk                                            0
sv_ignoregrenaderadio                                0
tv_delay                                            30
mp_warmup_pausetimer                                0
mp_halftime_pausetimer                                0
mp_randomspawn                                        0
mp_randomspawn_los                                    0
sv_infinite_ammo                                    0
ammo_grenade_limit_flashbang                        0
ammo_grenade_limit_total                            1
mp_weapons_allow_map_placed                            1
mp_weapons_glow_on_ground                            0
mp_display_kill_assists                                1
mp_respawn_on_death_t                                0
mp_respawn_on_death_ct                                0
mp_ct_default_melee                                    weapon_knife
mp_ct_default_secondary                                weapon_hkp2000
mp_ct_default_primary                                
""
mp_t_default_melee                                    weapon_knife
mp_t_default_secondary                                weapon_glock
mp_t_default_primary                                
""
mp_default_team_winner_no_objective                    -1        // 2 == CTs, 3 == Ts

sv_occlude_players                                1
occlusion_test_async                                1

spec_replay_enable                                1
mp_round_restart_delay                                5  
// need more time for replay 
szogun is offline
8guawong
AlliedModders Donor
Join Date: Dec 2013
Location: BlackMarke7
Old 01-04-2019 , 13:38   Re: remove armor - aim maps
Reply With Quote #2

mp_free_armor 0
should be set in gamemode_casual_server.cfg NOT in gamemode_casual.cfg
also there some maps that can still give you armor
so you probably need a plugin to remove it if mp_free_armor 0 does not work
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szogun
Senior Member
Join Date: Apr 2016
Old 01-04-2019 , 14:59   Re: remove armor - aim maps
Reply With Quote #3

ok, I was looking, but I did not find any plug
szogun is offline
Bacardi
Veteran Member
Join Date: Jan 2010
Location: mom's basement
Old 01-06-2019 , 17:40   Re: remove armor - aim maps
Reply With Quote #4

Give us internet Zelda to the map ? Maybe someone can check it.
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