echo Executing ReGameDLL Configuration File // The style of gameplay where there aren't any teams (FFA mode) // 0 - disabled (default behaviour) // 1 - enabled // // Default value: "0" mp_freeforall "0" // Auto balancing of teams // 0 - disabled // 1 - on after next round (default behaviour) // 2 - on next round // // Default value: "1" mp_autoteambalance "1" // Designate the desired amount of buy time for each round. (in minutes) // -1 - means no time limit // 0 - disable buy // // Default value: "1.5" mp_buytime "0.25" // The maximum allowable amount of money in the game // NOTE: Allowable money limit is 999999 // // Default value: "16000" mp_maxmoney "16000" // Disable round end by game scenario // 0 - disabled (default behaviour) // 1 - enabled (never end round) // // Flags for fine grained control (choose as many as needed) // a - block round time round end check, contains "h", "i", "j", "k" flags // b - block needed players round end check // c - block VIP assassination/success round end check // d - block prison escape round end check // e - block bomb round end check // f - block team extermination round end check // g - block hostage rescue round end check // h - block VIP assassination/success round time end check // i - block prison escape round time end check // j - block bomb round time end check // k - block hostage rescue round time end check // // Example setting: "ae" - blocks round time and bomb round end checks // Default value: "0" mp_round_infinite "0" // The round by expired time will be over, if on a map it does not have the scenario of the game. // 0 - disabled (default behaviour) // 1 - end of the round with a draw // 2 - round end with Terrorists win // 3 - round end with Counter-Terrorists win // // Default value: "0" mp_roundover "0" // Number of seconds to delay before restarting a round after a win. // // Default value: "5" mp_round_restart_delay "5" // Disable grenade damage through walls // 0 - disabled // 1 - enabled // // Default value: "0" mp_hegrenade_penetration "0" // Drop a grenade after player death // 0 - disabled // 1 - drop first available grenade // 2 - drop all grenades // // Default value: "0" mp_nadedrops "0" // Drop player weapon after death // 0 - do not drop weapons after death // 1 - drop best/heaviest weapon after death (default behaviour) // 2 - drop active weapon after death // 3 - drop all weapons after death (primary and secondary) // NOTE: Grenades are dropped separately depending on mp_nadedrops value // // Default value: "1" mp_weapondrop "1" // Drop ammo on weapon boxes on death or manual drop // 0 - always keep ammo on player // 1 - drop all ammo only after death (default behaviour) // 2 - drop all ammo whenever player drops a weapon (NOTE: Other weapons may remain without ammo due to same ammo sharing) // // Default value: "1" mp_ammodrop "1" // Player cannot respawn until next round // if more than N seconds has elapsed since the beginning round // -1 - means no time limit // // Default value: "20" mp_roundrespawn_time "20" // Automatically reload each weapon on player spawn // 0 - disabled (default behaviour) // 1 - enabled // // Default value: "0" mp_auto_reload_weapons "0" // Refill amount of backpack ammo up to the max // 0 - disabled (default behaviour) // 1 - refill backpack ammo on player spawn // 2 - refill backpack ammo on player spawn and on the purchase of the item // 3 - refill backpack ammo on each weapon reload (NOTE: Useful for mods like DeathMatch, GunGame, ZombieMod etc.) // // Default value: "0" mp_refill_bpammo_weapons "0" // Sets the mode infinite ammo for weapons // 0 - disabled (default behaviour) // 1 - weapon clip infinite // 2 - weapon bpammo infinite (This means for reloading) // // Default value: "0" mp_infinite_ammo "0" // Enable infinite grenades // 0 - disabled (default behaviour) // 1 - grenades infinite // // Default value: "0" mp_infinite_grenades "0" // Automatically joins the team // 0 - disabled // 1 - enabled (Use in conjunction with the cvar humans_join_team any/SPEC/CT/T) // // Default value: "0" mp_auto_join_team "0" // Maximum number of allowed teamkills before autokick. // Used when enabled mp_autokick. // 0 - disabled // // Default value: "3" mp_max_teamkills "3" // If set to something other than 0, // when anybody’s scored reaches mp_fraglimit the server changes map. // 0 - means no limit // // Default value: "0" mp_fraglimit "0" // Period between map rotations. // 0 - means no limit // // Default value: "0" mp_timelimit "20" // Players will automatically respawn when killed. // 0 - disabled // >0.00001 - time delay to respawn // // Default value: "0" mp_forcerespawn "0" // The hostages can take damage. // 0 - disabled // 1 - from any team (default behaviour) // 2 - only from CT // 3 - only from T // // Default value: "1" mp_hostage_hurtable "1" // Show radio icon. // 0 - disabled // 1 - enabled (default behavior) // // Default value: "1" mp_show_radioicon "1" // Show scenario icon in HUD such as count of alive hostages or ticking bomb. // 0 - disabled (default behavior) // 1 - enabled // // Default value: "0" mp_show_scenarioicon "0" // Play "Bomb has been defused" sound instead of "Counter-Terrorists win" when bomb was defused // 0 - disabled (default behavior) // 1 - enabled // // Default value: "1" mp_old_bomb_defused_sound "1" // Sets the mode for the zBot // 0 - disabled // 1 - enable mode Deathmatch and not allow to do the scenario // // Default value: "0" bot_deathmatch "0" // Determines the type of quota. // normal - default behaviour // fill - the server will adjust bots to keep N players in the game, where N is bot_quota // match - the server will maintain a 1:N ratio of humans to bots, where N is bot_quota // // Default value: "normal" bot_quota_mode "normal" // Prevents bots from joining the server for this many seconds after a map change. // // Default value: "0" bot_join_delay "0" // Prevents bots on your server from moving. // 0 - disabled (default behavior) // 1 - enabled // // Default value: "0" bot_freeze "0" // Debug cvar shows triggers. // 0 - disabled (default behaviour) // 1 - enabled // // Default value: "0" showtriggers "0" // When players can hear each other. // Further explanation: https://github.com/s1lentq/ReGameDLL_CS/wiki/sv_alltalk // 0 - dead don't hear alive // 1 - no restrictions // 2 - teammates hear each other // 3 - same as 2, but spectators hear everybody // 4 - alive hear alive, dead hear dead and alive. // 5 - alive hear alive teammates, dead hear dead and alive. // // Default value: "0" sv_alltalk "0" // Time to remove item that have been dropped from the players. (in seconds) // // Default value: "300" mp_item_staytime "300" // Legacy func_bomb_target touch. New one is more strict. // 0 - New behavior // 1 - Legacy behavior // // Default value: "1" mp_legacy_bombtarget_touch "1" // Specifies the players defense time after respawn. (in seconds). // 0 - disabled // >0.00001 - time delay to remove protection // // Default value: "0" mp_respawn_immunitytime "0" // Enable effects on player spawn protection // 0 - disabled // 1 - enabled (Use in conjunction with the cvar mp_respawn_immunitytime) // // Default value: "1" mp_respawn_immunity_effects "1" // Force unset spawn protection if the player doing any action. // 0 - disabled // 1 - when moving and attacking // 2 - only when attacking // // Default value: "1" mp_respawn_immunity_force_unset "1" // Kill the player in filled spawn before spawning some one else (Prevents players stucking in each other). // Only disable this if you have semiclip or other plugins that prevents stucking // 0 - disabled // 1 - enabled // // Default value: "1" mp_kill_filled_spawn "1" // Allow use of point_servercommand entities in map. // NOTE: Potentially dangerous for untrusted maps. // 0 - disallow // 1 - allow // // Default value: "0" mp_allow_point_servercommand "0" // Show 'HP' field into a scoreboard // -1 - disabled // 0 - don't send any update for 'HP' field to any clients // 1 - show only Terrorist 'HP' field to all clients // 2 - show only CT 'HP' field to all clients // 3 - show 'HP' field to teammates // 4 - show 'HP' field to all clients // 5 - show 'HP' field to teammates and spectators // // Default value: "3" mp_scoreboard_showhealth "3" // Show 'Money' field into a scoreboard // -1 - disabled // 0 - don't send any update for 'Money' field to any clients // 1 - show only Terrorist 'Money' field to all clients // 2 - show only CT 'Money' field to all clients // 3 - show 'Money' field to teammates // 4 - show 'Money' field to all clients // 5 - show 'Money' field to teammates and spectators // // Default value: "3" mp_scoreboard_showmoney "3" // Show 'D. Kit' field into a scoreboard for teammates // NOTE: If you don't want to show defuse kit field for dead enemies // then disable this CVar or configure mp_forcecamera // 0 - disabled // 1 - enabled // // Default value: "1" mp_scoreboard_showdefkit "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) // // Default value: "0.35" ff_damage_reduction_bullets "0.35" // 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) // // Default value: "0.25" ff_damage_reduction_grenade "0.25" // 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) // // Default value: "1.0" ff_damage_reduction_grenade_self "1.0" // 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) // // Default value: "0.35" ff_damage_reduction_other "0.35" // Player that have never moved sience they last move // will drop the bomb after this amount of time. (in seconds). // 0 - disabled // >5.0 - delay to drop // // Default value: "0" mp_afk_bomb_drop_time "0" // Delay between player Radio messages. (in seconds). // 0 - disable delay // // Default value: "1.5" mp_radio_timeout "1.5" // Maximum Radio messages count for player per round. // 0 - disable radio messages // // Default value: "60" mp_radio_maxinround "60" // When set, players can buy anywhere, not only in buyzones. // 0 - disabled // 1 - both teams // 2 - only Terrorists team // 3 - only CT team // // Default value: "0" mp_buy_anywhere "0" // Don't unduck if ducking isn't finished yet. // NOTE: This also prevents double duck. // 0 - disabled (default behaviour) // 1 - enabled // // Default value: "0" mp_unduck_method "0" // Whether this map should spawn a C4 bomb for a player or not. // 0 - disabled // 1 - enabled (default behaviour) // // Default value: "1" mp_give_player_c4 "1" // When set, map weapons (located on the floor) will be shown. // NOTE: Effect will work after round restart. // 0 - hide all map weapons // 1 - enabled (default behaviour) // // Default value: "1" mp_weapons_allow_map_placed "1" // Observer's screen will fade to black on kill event or permanent. // 0 - No fade // 1 - Fade to black and won't be able to watch anybody // 2 - fade to black only on kill moment. // // Default value: "0" mp_fadetoblack "0" // Damage from falling. // 0 - disabled // 1 - enabled (default behaviour) // // Default value: "1" mp_falldamage "1" // The default grenades that the Ts will spawn with. // Usage: "hegrenade flash sgren" // // Default value: "" mp_t_default_grenades "" // Whether Terrorist player spawn with knife. // 0 - disabled // 1 - enabled (default behaviour) // // Default value: "1" mp_t_give_player_knife "1" // The default primary (rifle) weapon that the Ts will spawn with. // Usage: "awp m4a1 mp5navy" // // Default value: "" mp_t_default_weapons_primary "" // The default secondary (pistol) weapon that the Ts will spawn with. // // Default value: "glock18" mp_t_default_weapons_secondary "glock18" // The default grenades that the CTs will spawn with. // Usage: "hegrenade flash sgren" // // Default value: "" mp_ct_default_grenades "" // Whether Counter-Terrorist player spawn with knife. // 0 - disabled // 1 - enabled (default behaviour) // // Default value: "1" mp_ct_give_player_knife "1" // The default primary (rifle) weapon that the CTs will spawn with. // Usage: "awp m4a1 mp5navy" // // Default value: "" mp_ct_default_weapons_primary "" // The default secondary (pistol) weapon that the CTs will spawn with. // // Default value: "usp" mp_ct_default_weapons_secondary "usp" // Give the player free armor on player spawn // 0 - No armor (default behavior) // 1 - Give Kevlar // 2 - Give Kevlar and Helmet // // Default value: "0" mp_free_armor "0" // Sets the behaviour for Flashbangs on teammates. // -1 - Don't affect teammates neither flash owner // 0 - Don't affect teammates // 1 - Affects teammates (default behaviour) // // Default value: "1" mp_team_flash 1 // Players can receive all other players text chat, team restrictions apply. // 0 - disabled (default behaviour) // 1 - enabled // // Default value: "0" sv_allchat "0" // Players automatically re-jump while holding jump button. // 0 - disabled (default behaviour) // 1 - enabled // // Default value: "0" sv_autobunnyhopping "0" // Allow player speed to exceed maximum running speed // 0 - disabled (default behaviour) // 1 - enabled // // Default value: "0" sv_enablebunnyhopping "0" // When set, players can plant anywhere, not only in bombsites. // 0 - disabled (default behaviour) // 1 - enabled // // Default value: "0" mp_plant_c4_anywhere "0" // How many bonuses (frags) will get the player who defused or exploded the bomb. // 3 - (default behaviour) // // Default value: "3" mp_give_c4_frags "3" // Ratio of hostages rescued to win the round. // // Default value: "1.0" mp_hostages_rescued_ratio "1.0" // Legacy func_vehicle behavior when blocked by another entity. // New one is more useful for playing multiplayer. // // 0 - New behavior // 1 - Legacy behavior // // Default value: "1" mp_legacy_vehicle_block "1" // Time for switch to free observing after death. // NOTE: The countdown starts when the player’s death animation is finished. // 0 - disable spectating around death // >0.00001 - time delay to start spectate // // Default value: "3.0" mp_dying_time "3.0" // Sets a flags for extra information in the player's death message // // a - Position where the victim died // b - Index of the assistant who helped the attacker kill the victim // c - Rarity classification bits, e.g., blinkill, noscope, penetrated, etc // // Set to "0" to send no extra information about death // // Default value: "abc" mp_deathmsg_flags "abc" // Sets the percentage of damage needed to score an assist // // Default value: "40" mp_assist_damage_threshold "40" // Allow players to duck during freezetime // 0 - disabled // 1 - enabled (default behaviour) // // Default value: "1" mp_freezetime_duck "1" // Allow players to jump during freezetime // 0 - disabled // 1 - enabled (default behaviour) // // Default value: "1" mp_freezetime_jump "1"