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.
}

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