I have placed a map from the workshop onto my server, but the map had it's
own mp_roundtime and mp_maxrounds. I used bspconver_whitelist to exclude
those values from being changed by the map, and yet the server still
changes to those values when the map comes up.
I have attached the bspconvar_whitelist to this email. The map in question
is https://steamcommunity.com/sharedfiles/filedetails/?id=1217293641
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please visit:
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// 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_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
ff_damage_reduction_bullets
0 // 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
0
ff_damage_reduction_grenade_self 0
ff_damage_reduction_other
0
global_chatter_info
1
mp_afterroundmoney
1 // Amount of money awared to every player after each
round
mp_anyone_can_pickup_c4
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
0 // Bullets that aren't headshots don't deal damage
mp_damage_scale_ct_body
0 // 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
0 // 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
0 // 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
0 // 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
0 // 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_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
0 // how many seconds to keep players frozen when the
round starts
mp_friendlyfire
0
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
0 // Set to 1 to stay in halftime indefinitely.
Set to 0 to resume the timer.
mp_halftime_pausetimer
0 // 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
0
mp_limitteams
1 // Max # of players 1 team can have over another (0
disables check)
mp_match_can_clinch
0 // 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
0 // 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_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
0 // When set to 1, counter-terrorists will respawn after dying.
mp_respawn_on_death_t
0 // 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
0 // How many minutes each round takes.
mp_roundtime_defuse
0 // How many minutes each round of Bomb Defuse takes.
mp_roundtime_hostage
0 // 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_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
0 // When set, your teammates act as enemies and all players are
valid targets.
mp_timelimit
0 // 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
0
mp_warmuptime_all_players_connected
1
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
0 // If this convar is set, when a match starts, the game will
not delete weapons placed in the map.
mp_weapons_allow_pistols
0 // Determines which teams can purchase pistols (-1 = any; 0 =
none; 2 = Ts; 3 = CTs)
mp_weapons_allow_rifles
0 // Determines which teams can purchase rifles (-1 = any; 0 =
none; 2 = Ts; 3 = CTs)
mp_weapons_allow_smgs
0 // Determines which teams can purchase smgs (-1 = any; 0 =
none; 2 = Ts; 3 = CTs)
mp_weapons_allow_typecount
0 // How many weapons of each type can be purchased
mp_weapons_allow_zeus
0 // Determines whether the Zeus is purchasable or not
mp_weapons_glow_on_ground
0 // 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
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
sv_accelerate
1
sv_airaccelerate
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 0
sv_duplicate_playernames_ok
1
sv_enablebunnyhopping
1 // Disables in-air movement speed cap
sv_friction
1 //"World friction."
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_ignoregrenaderadio
1 // Turn off Fire in the hole messages
sv_infinite_ammo
1
sv_maxspeed
1
sv_maxvelocity
1 //Maximum speed any ballistically moving object is
allowed to attain per axis.
sv_occlude_players
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_vote_to_changelevel_before_match_point 1
sv_wateraccelerate
1
sv_waterfriction
1
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
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)
mp_friendlyfire
0 // Allows team members to injure other members of their
team
mp_warmuptime
0 // 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.
}