Can you mention the default values for those hostage cvars? On Thu, Mar 21, 2013 at 7:39 PM, Ido Magal <[email protected]> wrote: > 1.22.3.0 is live now. Thanks. > > > > > > Release Notes for 3/21/2013 > > > > - Added new Hostage Rescue map cs_militia > > - Update Hostage Rescue Mode rules > > - Hostage positions are randomly assigned at the beginning of the match. The > hostages will start at these positions for the entire match. > > - Hostages are now carried by CTs instead of following behind. > > - Hold +use for 4 seconds to pick up a hostage. (Equipping a rescue kit will > decrease the time required to 1 second.) > > - CTs win a round when the first hostage is rescued. > > - Reduced round timer. Round time is extended when the first hostage has > been picked up. > > - Rebalanced money rewards to accommodate new rules. > > - Hostages now indicate whether they are above or below you on the radar. > > - cs_office, cs_assault, and cs_italy have updated to use random hostage > spawn points. > > - Added convars to modify new hostage rules > > -- mp_hostages_max - Sets the maximum number of hostages to spawn. > > -- mp_hostages_rescuetime - Setting 0 removes the time extension when CTs > pick up the first hostage. > > -- mp_hostages_spawn_farthest - Setting 1 forces hostage spawn points to > choose be the farthest possible combinations. > > -- mp_hostages_spawn_force_positions - Setting a comma separate list (ex: > 0,2 ) forces specific hostage spawn point combinations. > > -- mp_hostages_spawn_same_every_round - Setting 0 randomizes the hostage > spawn points every round. > > -- mp_hostages_takedamage - Setting 0 allows hostages to be hurt. > > - Added hostage entity properties for new hostage rules > > -- HostageSpawnRandomFactor - Allows to increase probability of hostage > random spawning rules to use that spawn point. > > -- HostageSpawnExclusionGroupN - Hostages sharing same spawn exclusion group > will never spawn together. > > - The action of defusing a bomb will now terminate when you turn your view > too far from facing the bomb. > > - Players always play a quiet client-side jump sound that can only be heard > by the jumper. > > - Players play the regular jump (step) sound when moving greater than walk > speed that can be heard by both the jumper and all clients in earshot. > > - The timer that performs the random map selection visuals now properly gets > killed when the scoreboard hides. > > - Fixed convar mp_weapons_allow_map_place not properly eliminating > map-placed weapons. NOTE: FY servers will need to set this convar to 1. > > - Added an option to func_dustmotes entity volumes that lets them choose to > not be affected by wind. > > - Fixed in-game clipping for triple-monitor rendering configurations. > > - Added overtime indicator to GOTV spectators miniscoreboard. > > - Radar should now correctly follow spectated player when spectating via > GOTV. > > - Adjusted score and MVP rewards for gameplay events related to planting, > defending and defusing the bomb, and for reaching, protecting and extracting > hostages. > > - Steam overlay game details will now correctly show players score. > > - Fixed special characters of player name not correctly displaying in some > UI elements. > > - Fixed a bug where friends were banned from joining parties where one of > the members failed to recently accept a competitive match. > > > > > > From: [email protected] > [mailto:[email protected]] On Behalf Of Ido Magal > Sent: Thursday, March 21, 2013 4:31 PM > To: [email protected] > Subject: [Csgo_servers] CSGO update > > > > Will be ready in a few minutes. > > > > thanks. > > > _______________________________________________ > Csgo_servers mailing list > [email protected] > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
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