08-23-2012, 06:15 AM
(This post was last modified: 08-23-2012, 06:16 AM by Deathscythe.)
I am use to running servers with the old srcds but the new SteamCmd setup is just giving me so many issues. I have everything updated to its current version.
The main issue I am having is the "Failed to Ping Server" for clients other than myself. One thing that has been occurring is that one other person out of my LAN can connect and then I can connect to the server but then no one else can, I am connecting from a different PC within my LAN.
(which on a side note I see in console "Bad Challenge from IP" which is the IP of the pc I am connecting to the server with.)
all my proper ports are opened to my knowledge I have a DLINK router and in the port forwarding options I have both the ports set for the games Half-Life and Counter-Strike which basically use the same ports. I have hosted TF2 idle servers just fine but I just can't figure out CS:GO
Server.cfg
gamemodes_server.txt (Basically just gamemodes.txt with minor changes to casual and competitive.)
Server Launching batch file.
I've tried the +net_adr or what ever in the launch options but with or without it I still have players not being able to join after one person joins. It's like it visually shows there's 24 players but it only allows 1 out of my LAN and then only inside the LAN. I just can't find the right answer to this problem yet on any google searches.
My Public ip 68.39.103.93
Port Fowarding Image
Thanks.
The main issue I am having is the "Failed to Ping Server" for clients other than myself. One thing that has been occurring is that one other person out of my LAN can connect and then I can connect to the server but then no one else can, I am connecting from a different PC within my LAN.
(which on a side note I see in console "Bad Challenge from IP" which is the IP of the pc I am connecting to the server with.)
all my proper ports are opened to my knowledge I have a DLINK router and in the port forwarding options I have both the ports set for the games Half-Life and Counter-Strike which basically use the same ports. I have hosted TF2 idle servers just fine but I just can't figure out CS:GO
Server.cfg
Code:
/////////////////////////////////////////////////////////////////////////////////
// Public information
hostname "xxxxxxxxr" //Hostname for the server, will show up in server browsers.
sv_lan "0" //This should always be set, so you know it's not on
sv_region "255" //The region of the world to report this server in.
sv_tags "xxxxx" //Server tags. Used to provide extra information to clients when they're browsing for servers
/////////////////////////////////////////////////////////////////////////////////
// Passwords
rcon_password "" //Remote console password.
sv_password "" //Only set this if you intend to have a private server!
/////////////////////////////////////////////////////////////////////////////////
// The Bot Convars
bot_difficulty 1 //Defines the skill of bots joining the game. Values are: 0=easy, 1=normal, 2=hard, 3=expert.
bot_chatter "off" //Control how bots talk. Allowed values: 'off', 'radio', 'minimal', or 'normal
bot_join_after_player 0 //If nonzero, bots wait until a player joins before entering the game.
bot_quota 0 //Determines the total number of bots in the game.
bot_quota_mode "fill" //Determines the type of quota. Allowed values: 'normal', 'fill', and 'match
/////////////////////////////////////////////////////////////////////////////////
// Server Convars
sv_pausable "0" //Is the server pausable.
sv_allow_lobby_connect_only "0" //If set, players may only join this server from matchmaking lobby, may not connect directly.
sv_allow_votes "1" //Allow voting?
sv_allow_wait_command "1" //Allow or disallow the wait command on clients connected to this server.
sv_alltalk "0" //Players can hear all other players' voice communication, no team restrictions
sv_alternateticks "0" //If set, server only simulates entities on even numbered ticks.
sv_cheats "0" //Allow cheats on server
sv_deadtalk "1" //Dead players can speak (voice, text) to the living
sv_downloadurl"0" //Location from which clients can download missing files
sv_forcepreload "0" //Force server side preloading
sv_friction "4" //World friction."
sv_full_alltalk "1" //Any player (including Spectator team) can speak to any other player
sv_infinite_ammo "0" //Player's active weapon will never run out of ammo
/////////////////////////////////////////////////////////////////////////////////
// Server Logging
sv_log_onefile "0" //Log server information to only one file.
sv_logbans "0" //Log server bans in the server logs.
sv_logecho "1" //Echo log information to the console.
sv_logfile "1" //Log server information in the log file.
sv_logflush "0" //Flush the log file to disk on each write (slow).
sv_logsdir "0" //Folder in the game directory where server logs will be stored.
/////////////////////////////////////////////////////////////////////////////////
// Server Rates
sv_maxcmdrate "102" //(If sv_mincmdrate is > 0), this sets the maximum value for cl_cmdrate.
sv_maxrate "0" //Max bandwidth rate allowed on server, 0 == unlimited
sv_mincmdrate "10" //This sets the minimum value for cl_cmdrate. 0 == unlimited.
sv_minrate "5000" //Min bandwidth rate allowed on server, 0 == unlimited
/////////////////////////////////////////////////////////////////////////////////
// Server Downloads
//sv_downloadurl "0" //Location from which clients can download missing files
/////////////////////////////////////////////////////////////////////////////////
// Pure Options
//sv_pure_kick_clients "1" //If set to 1, the server will kick clients with mismatching files.
//sv_pure_trace "0" //If set to 1, the server will print a message whenever a client is verifying a CRC for a file.
/////////////////////////////////////////////////////////////////////////////////
// Round Convars
mp_afterroundmoney "0" //Amount of money awared to every player after each round
mp_playercashawards "1" //Players can earn money by performing in-game actions
mp_teamcashawards "1" //Teams can earn money by performing in-game actions
mp_maxrounds "30" //Maximum amount of rounds per map
mp_roundtime "2" //How many minutes each round takes.
mp_freezetime"5" //how many seconds to keep players frozen when the round starts
mp_buytime "45" //How many seconds after round start players can buy items for.
mp_forcecamera "1" //Set to 1 for team only spectating.
mp_defuser_allocation "2" //How to allocate defusers to CTs at start or round: 0=none, 1=random, 2=everyone
mp_death_drop_defuser "1" //Drop defuser on player death
mp_death_drop_grenade "2" //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
/////////////////////////////////////////////////////////////////////////////////
// Friendly Fire
mp_friendlyfire "1" //Enable Friendly Fire 1 =Enable 0 =Disable
//ff_damage_reduction_grenade "0" //How much to reduce damage done to teammates by a thrown grenade.
//ff_damage_reduction_bullets "0" //How much to reduce damage done to teammates when shot.
//ff_damage_reduction_other "0" //How much to reduce damage done to teammates by things other than bullets and grenades.
/////////////////////////////////////////////////////////////////////////////////
// Game Convars
mp_autokick "0" //Kick idle/team-killing players
mp_autoteambalance "1" //Auto balaces teams
mp_c4timer "45" //how long from when the C4 is armed until it blows
mp_do_warmup_period "1" //Whether or not to do a warmup period at the start of a match.
mp_force_pick_time "15" //The amount of time a player has on the team screen to make a selection before being auto-teamed
mp_halftime_duration "15" //Number of seconds that halftime lasts
mp_join_grace_time "15 //Number of seconds after round start to allow a player to join a game
mp_limitteams "2" //Max # of players 1 team can have over another (0 disables check)
mp_match_end_restart "1" //At the end of the match, perform a restart instead of loading a new map
mp_playercashawards "1" //Players can earn money by performing in-game actions
mp_playerid "0" //Controls what information player see in the status bar: 0 all names; 1 team names; 2 no names
mp_playerid_delay "0" //Number of seconds to delay showing information in the status bar
mp_playerid_hold "0" //Number of seconds to keep showing old information in the status bar
mp_restartgame "0" //If non-zero, game will restart in the specified number of seconds
mp_round_restart_delay "7" //Number of seconds to delay before restarting a round after a win
mp_tkpunish "0" //Will a TK'er be punished in the next round? {0=no, 1=yes}
mp_warmuptime "25" //If true, there will be a warmup period/round at the start of each match to allow to connect.
mp_win_panel_display_time "5" //The amount of time to show the win panel between matches / halfs
mp_solid_teammates "1" //If true teamates will collide
/////////////////////////////////////////////////////////////////////////////////
// Cash Convars
mp_startmoney "800" //Amount of money each player gets when they reset.
mp_maxmoney "16000" //Maximum amount of money allowed in a player's account.
cash_team_terrorist_win_bomb "2200" //How much the team will win for the bomb.
cash_team_elimination_hostage_map "2200" //How much a player earns when they eliminate all hostages.
cash_team_elimination_bomb_map "2200" //How much the team will win when the bomb is eliminated.
cash_team_win_by_time_running_out "2200" //How much the team will win when the time runs out.
cash_team_win_by_defusing_bomb "2200" //How much the team will win when bomb has been defused.
cash_team_win_by_hostage_rescue "2200" //How much the team will win when all hostages have been rescued.
cash_team_loser_bonus "2000" //How much the team will win when when the team looses.
cash_team_loser_bonus_consecutive_rounds "500" //How much the team will win when the team looses consecutive rounds.
cash_team_rescued_hostage "100" //How much the team will win when team has recued a hostage.
cash_team_hostage_alive "0" //How much the team will win when a hostage is still alive
cash_team_planted_bomb_but_defused "200" //How much the team will win when when a team has planted a bomb and been defused
cash_team_hostage_interaction "50" //How much the team will win when hostages are saved
cash_player_killed_teammate "-3300" //How much the player will loose when a teamate has been team killed
cash_player_killed_enemy_default "200" //How much the player will win when killing an enemy
cash_player_killed_enemy_factor "0.5" //How much the player will win when killing an enemy
cash_player_bomb_planted "200" //How much the player will win when the bomb has been planted.
cash_player_bomb_defused "200" //How much the player will win when the bomb has been defused
cash_player_rescued_hostage "200" //How much the player will win when rescuing hostages
cash_player_interact_with_hostage "0" //How much the player will win when interacting with hostages
cash_player_damage_hostage "-30" //How much the player will loose when demaging a hostage
cash_player_killed_hostage "-1000" //How much the player will loose when a hostage has been killed
/////////////////////////////////////////////////////////////////////////////////
// Voting Options
sv_vote_allow_spectators "0" //Allow spectators to vote?
sv_vote_command_delay "2" //How long after a vote passes until the action happens
sv_vote_creation_time "120" //How often someone can individually call a vote.
sv_vote_failure_timer "300" //A vote that fails cannot be re-submitted for this long
sv_vote_quorum_ratio "0" //The minimum ratio of players needed to vote on an issue to resolve it.
sv_vote_timer_duration "15" //How long to allow voting on an issue
/////////////////////////////////////////////////////////////////////////////////
// TV Options
//tv_nochat "0" //Don't receive chat messages from other SourceTV spectators
//tv_port "check" //Host SourceTV port
/////////////////////////////////////////////////////////////////////////////////
// The following commands manage kicks and bans
writeid
writeip
exec banned_user.cfg
exec banned_ip.cfg
gamemodes_server.txt (Basically just gamemodes.txt with minor changes to casual and competitive.)
Code:
// To use this file, rename it to GameModes_Server.txt
//
// Values here override the default gamemodes.txt
"gamemodes_server.txt"
{
"gameTypes"
{
"classic"
{
"value" "0"
"nameID" "#SFUI_GameTypeClassic"
"gameModes"
{
"casual"
{
"value" "0"
"nameID" "#SFUI_GameModeCasual"
"descID" "#SFUI_GameModeCasualDesc"
"matchmakingvalue" "casual"
"uid" "1"
"maxplayers" "24"
// These are the descriptive ui elements to display in the information box on.
// These key/values should be pairs of strings. The "key" will appear in the left
// column, the "value" will appear in the right column.
"ui"
{
"0" { "label" "#SFUI_CashColon" "value" "$400" }
"1" { "label" "#SFUI_WinMatchColon" "value" "30 #SFUI_Minutes" }
"2" { "label" "#SFUI_TimePerRoundColon" "value" "3 #SFUI_Minutes" }
"3" { "label" "#SFUI_BuyTimeColon" "value" "45 #SFUI_Seconds" }
"4" { "label" "#SFUI_SpectateColon" "value" "#SFUI_SpectateAnyone" }
"5" { "label" "#SFUI_BotsColon" "value" "#SFUI_BotDifficulty2" }
}
// These are the convars that get setup when a game mode of this type is created.
"convars"
{
"bot_quota_mode" "fill"
"bot_quota" "10"
"bot_defer_to_human_items" "1"
"bot_defer_to_human_goals" "0"
"bot_difficulty" "1"
"bot_dont_shoot" "0"
"bot_chatter" "normal"
"cl_playerspraydisable" "1"
"mp_friendlyfire" "1"
"ff_damage_reduction_grenade" "0"
"ff_damage_reduction_bullets" "0"
"ff_damage_reduction_other" "0"
"ff_damage_reduction_grenade_self" "0"
"mp_afterroundmoney" "0"
"mp_playercashawards" "1"
"mp_teamcashawards" "1"
"mp_maxrounds" "10"
"mp_halftime" "0"
"mp_timelimit" "0"
"mp_roundtime" "3"
"mp_freezetime" "5"
"mp_buytime" "45"
"mp_forcecamera" "0" // Set to 1 for team only spectating.
"mp_defuser_allocation" "2" // 0=none, 1=random, 2=everyone
"mp_death_drop_gun" "1" // 0=none, 1=best, 2=current or best
"mp_death_drop_grenade" "2" // 0=none, 1=best, 2=current or best
"mp_death_drop_defuser" "1"
"cl_enable_roundstart_autobuy" "1"
"sv_ignoregrenaderadio" "0"
"mp_molotovusedelay" "0"
"sv_alltalk" "1"
"sv_deadtalk" "0"
"mp_force_pick_time" "15"
"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_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)
"spec_freeze_time" "5.0"
"spec_freeze_panel_extended_time" "0"
"mp_match_can_clinch" "1" // 0=No mercy rule, 1=team can clinch match win early if they win > 1/2 total rounds
"mp_startmoney" "1000"
"mp_maxmoney" "10000"
"sv_allow_votes" "1" // Voting allowed in this mode
"sv_arms_race_vote_to_restart_disallowed_after" "0"
// cash award convars
"cash_team_terrorist_win_bomb" "2700"
"cash_team_elimination_hostage_map" "2700"
"cash_team_elimination_bomb_map" "2700"
"cash_team_win_by_time_running_out" "2700"
"cash_team_win_by_defusing_bomb" "2700"
"cash_team_win_by_hostage_rescue" "2700"
"cash_team_loser_bonus" "2400"
"cash_team_loser_bonus_consecutive_rounds" "0"
"cash_team_rescued_hostage" "100"
"cash_team_hostage_alive" "0"
"cash_team_planted_bomb_but_defused" "200"
"cash_team_hostage_interaction" "50"
"cash_player_killed_teammate" "-3300"
"cash_player_killed_enemy_default" "200"
"cash_player_killed_enemy_factor" "0.5"
"cash_player_bomb_planted" "200"
"cash_player_bomb_defused" "200"
"cash_player_rescued_hostage" "200"
"cash_player_interact_with_hostage" "0"
"cash_player_damage_hostage" "-30"
"cash_player_killed_hostage" "-1000"
// gungame tr defaults (not used in this mode)
"mp_ggtr_bomb_respawn_delay" "0"
"mp_ggtr_bomb_detonation_bonus" "1"
"mp_ggtr_bomb_defuse_bonus" "1"
"mp_ggtr_bomb_pts_for_upgrade" "2"
"mp_ggtr_bomb_pts_for_he" "3"
"mp_ggtr_bomb_pts_for_flash" "4"
"mp_ggtr_bomb_pts_for_molotov" "5"
"mp_ggtr_halftime_delay" "0.0"
"mp_ggtr_rounds_per_half" "5"
"mp_ggtr_end_round_kill_bonus" "1"
"mp_ggtr_last_weapon_kill_ends_half" "0"
// gungame progressive defaults (not used in this mode)
"mp_gungameimmunitytime" "4"
"mp_ggprogressive_round_restart_delay" "15"
"mp_ggprogressive_win_panel_pct" "0.33333"
"mp_weapons_allow_zeus" "1"
"mp_solid_teammates" "0"
"mp_free_armor" "1"
}
// Map groups for offline modes
"mapgroupsSP"
{
"mg_de_train" ""
"mg_de_dust" ""
"mg_de_dust2" ""
"mg_de_aztec" ""
"mg_de_inferno" ""
"mg_de_nuke" ""
"mg_cs_italy" ""
"mg_cs_office" ""
"random_classic" ""
}
// Map groups for online modes
"mapgroupsMP"
{
"mg_bomb" ""
"mg_hostage" ""
"mg_dust" ""
}
}
"competitive"
{
"value" "1"
"nameID" "#SFUI_GameModeCompetitive"
"descID" "#SFUI_GameModeCompetitiveDesc"
"matchmakingvalue" "competitive"
"uid" "2"
"maxplayers" "24"
// These are the descriptive ui elements to display in the information box on.
// These key/values should be pairs of strings. The "key" will appear in the left
// column, the "value" will appear in the right column.
"ui"
{
"0" { "label" "#SFUI_CashColon" "value" "$800" }
"1" { "label" "#SFUI_WinMatchColon" "value" "30 #SFUI_Rounds" }
"2" { "label" "#SFUI_TimePerRoundColon" "value" "2 #SFUI_Minutes" }
"3" { "label" "#SFUI_BuyTimeColon" "value" "45 #SFUI_Seconds" }
"4" { "label" "#SFUI_SpectateColon" "value" "#SFUI_SpectateTeamOnly" }
"5" { "label" "#SFUI_BotsColon" "value" "#SFUI_BotDifficulty3" }
}
// These are the convars that get setup when a game mode of this type is created.
"convars"
{
"bot_quota_mode" "fill"
"bot_quota" "10"
"bot_defer_to_human_items" "1"
"bot_defer_to_human_goals" "1"
"bot_difficulty" "2"
"bot_dont_shoot" "0"
"bot_chatter" "normal"
"cl_playerspraydisable" "1"
"mp_friendlyfire" "1"
"ff_damage_reduction_grenade" "0.85"
"ff_damage_reduction_bullets" "0.33"
"ff_damage_reduction_other" "0.4"
"ff_damage_reduction_grenade_self" "1"
"mp_afterroundmoney" "0"
"mp_playercashawards" "1"
"mp_teamcashawards" "1"
"mp_maxrounds" "30"
"mp_halftime" "1"
"mp_timelimit" "0"
"mp_roundtime" "2"
"mp_freezetime" "15"
"mp_buytime" "45"
"mp_forcecamera" "1" // Set to 1 for team only spectating.
"mp_defuser_allocation" "0"
"mp_death_drop_gun" "1" // 0=none, 1=best, 2=current or best
"mp_death_drop_grenade" "2" // 0=none, 1=best, 2=current or best
"mp_death_drop_defuser" "1"
"cl_enable_roundstart_autobuy" "0"
"sv_ignoregrenaderadio" "0"
"mp_molotovusedelay" "0"
"sv_alltalk" "0"
"sv_deadtalk" "1"
"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_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)
"mp_force_pick_time" "15"
"spec_freeze_time" "5.0"
"spec_freeze_panel_extended_time" "0"
"mp_match_can_clinch" "1" // 0=No mercy rule, 1=team can clinch match win early if they win > 1/2 total rounds
"mp_startmoney" "800"
"mp_maxmoney" "16000"
"sv_allow_votes" "1" // Voting allowed in this mode
"sv_arms_race_vote_to_restart_disallowed_after" "0"
// cash award convars
"cash_team_terrorist_win_bomb" "3500"
"cash_team_elimination_hostage_map" "3000"
"cash_team_elimination_bomb_map" "3250"
"cash_team_win_by_time_running_out" "3250"
"cash_team_win_by_defusing_bomb" "3500"
"cash_team_win_by_hostage_rescue" "3500"
"cash_team_loser_bonus" "1400"
"cash_team_loser_bonus_consecutive_rounds" "500"
"cash_team_rescued_hostage" "750"
"cash_team_hostage_alive" "150"
"cash_team_planted_bomb_but_defused" "800"
"cash_team_hostage_interaction" "150"
"cash_player_killed_teammate" "-3300"
"cash_player_killed_enemy_default" "300"
"cash_player_killed_enemy_factor" "1"
"cash_player_bomb_planted" "300"
"cash_player_bomb_defused" "300"
"cash_player_rescued_hostage" "1000"
"cash_player_interact_with_hostage" "150"
"cash_player_damage_hostage" "-30"
"cash_player_killed_hostage" "-1000"
// gungame tr defaults (not used in this mode)
"mp_ggtr_bomb_respawn_delay" "0"
"mp_ggtr_bomb_detonation_bonus" "1"
"mp_ggtr_bomb_defuse_bonus" "1"
"mp_ggtr_bomb_pts_for_upgrade" "2"
"mp_ggtr_bomb_pts_for_he" "3"
"mp_ggtr_bomb_pts_for_flash" "4"
"mp_ggtr_bomb_pts_for_molotov" "5"
"mp_ggtr_halftime_delay" "0.0"
"mp_ggtr_rounds_per_half" "5"
"mp_ggtr_end_round_kill_bonus" "1"
"mp_ggtr_last_weapon_kill_ends_half" "0"
// gungame progressive defaults (not used in this mode)
"mp_gungameimmunitytime" "4"
"mp_ggprogressive_round_restart_delay" "15"
"mp_ggprogressive_win_panel_pct" "0.33333"
"mp_weapons_allow_zeus" "0"
"mp_solid_teammates" "1"
"mp_free_armor" "0"
}
// Map groups for offline modes
"mapgroupsSP"
{
"mg_de_train" ""
"mg_de_dust" ""
"mg_de_dust2" ""
"mg_de_aztec" ""
"mg_de_inferno" ""
"mg_de_nuke" ""
"mg_cs_italy" ""
"mg_cs_office" ""
"random_classic" ""
}
// Map groups for online modes
"mapgroupsMP"
{
"mg_bomb" ""
"mg_hostage" ""
"mg_dust" ""
}
}
}
}
"gungame"
{
"value" "1"
"nameID" "#SFUI_GameTypeGungame"
// This is the list of game modes supported by this game type.
"gameModes"
{
"gungameprogressive"
{
"value" "0"
"nameID" "#SFUI_GameModeGGProgressive"
"descID" "#SFUI_GameModeGGProgressiveDesc"
"matchmakingvalue" "competitive"
"uid" "11"
"maxplayers" "10"
// These are the descriptive ui elements to display in the information box on.
// These key/values should be pairs of strings. The "key" will appear in the left
// column, the "value" will appear in the right column.
"ui"
{
"0" { "label" "#SFUI_WinMatchColon" "value" "30 #SFUI_Minutes" }
"1" { "label" "#SFUI_SpectateColon" "value" "#SFUI_SpectateAnyone" }
"2" { "label" "#SFUI_BotsColon" "value" "#SFUI_BotDifficulty2" }
}
// These are the convars that get setup when a game mode of this type is created.
"convars"
{
"bot_quota_mode" "fill"
"bot_quota" "10"
"bot_defer_to_human_items" "1"
"bot_defer_to_human_goals" "0"
"bot_difficulty" "1"
"bot_dont_shoot" "0"
"bot_chatter" "off"
"cl_playerspraydisable" "1"
// bot_quota is ommited here because the map's min/max players determine's it's value.
"mp_friendlyfire" "1"
"ff_damage_reduction_grenade" "0.4"
"ff_damage_reduction_bullets" "0.1"
"ff_damage_reduction_other" "0.4"
"ff_damage_reduction_grenade_self" "0"
"mp_startmoney" "0"
"mp_maxmoney" "0"
"mp_afterroundmoney" "0"
"mp_playercashawards" "0"
"mp_teamcashawards" "0"
"mp_timelimit" "30"
"mp_roundtime" "30"
"mp_freezetime" "6"
"mp_buytime" "0"
"mp_forcecamera" "0" // Set to 1 for team only spectating.
"mp_defuser_allocation" "0" // 0=none, 1=random, 2=everyone
"mp_death_drop_gun" "0" // 0=none, 1=best, 2=current or best
"mp_death_drop_grenade" "0" // 0=none, 1=best, 2=current or best
"mp_death_drop_defuser" "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_gungameimmunitytime" "4"
"cl_enable_roundstart_autobuy" "0"
"spec_freeze_time" "2"
"spec_freeze_panel_extended_time" "1"
"sv_ignoregrenaderadio" "1"
"mp_ggprogressive_round_restart_delay" "15"
"mp_ggprogressive_win_panel_pct" "0.33333"
"mp_weapons_allow_zeus" "0"
"mp_solid_teammates" "0"
"mp_free_armor" "1"
"mp_molotovusedelay" "0"
"sv_alltalk" "1"
"sv_deadtalk" "1"
"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_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)
"sv_allow_votes" "1" // Voting allowed in this mode
"sv_arms_race_vote_to_restart_disallowed_after" "26"
// cash award convars (not used in this mode)
"cash_team_terrorist_win_bomb" "0"
"cash_team_elimination_hostage_map" "0"
"cash_team_elimination_bomb_map" "0"
"cash_team_win_by_time_running_out" "0"
"cash_team_win_by_defusing_bomb" "0"
"cash_team_win_by_hostage_rescue" "0"
"cash_team_loser_bonus" "0"
"cash_team_loser_bonus_consecutive_rounds" "0"
"cash_team_rescued_hostage" "0"
"cash_team_hostage_alive" "0"
"cash_team_planted_bomb_but_defused" "0"
"cash_team_hostage_interaction" "0"
"cash_player_killed_teammate" "0"
"cash_player_killed_enemy_default" "0"
"cash_player_killed_enemy_factor" "0"
"cash_player_bomb_planted" "0"
"cash_player_bomb_defused" "0"
"cash_player_rescued_hostage" "0"
"cash_player_interact_with_hostage" "0"
"cash_player_damage_hostage" "0"
"cash_player_killed_hostage" "0"
// gungame tr defaults (not used in this mode)
"mp_ggtr_bomb_respawn_delay" "0"
"mp_ggtr_bomb_detonation_bonus" "1"
"mp_ggtr_bomb_defuse_bonus" "1"
"mp_ggtr_bomb_pts_for_upgrade" "2"
"mp_ggtr_bomb_pts_for_he" "3"
"mp_ggtr_bomb_pts_for_flash" "4"
"mp_ggtr_bomb_pts_for_molotov" "5"
"mp_ggtr_halftime_delay" "0.0"
"mp_ggtr_rounds_per_half" "5"
"mp_ggtr_end_round_kill_bonus" "1"
"mp_ggtr_last_weapon_kill_ends_half" "0"
// required defaults
"mp_maxrounds" "0"
"mp_halftime" "0"
"mp_force_pick_time" "15"
}
// Map groups for offline modes
"mapgroupsSP"
{
"mg_ar_baggage" ""
"mg_ar_shoots" ""
"random_ar" ""
}
// Map groups for online modes
"mapgroupsMP"
{
"mg_armsrace" ""
}
"no_reset_vote_threshold_ct" "knife"
"no_reset_vote_threshold_t" "knife"
"weaponprogression_ct"
{
"mp9" { "kills" "1" }
"mac10" { "kills" "1" }
"mp7" { "kills" "1" }
"bizon" { "kills" "1" }
"ump45" { "kills" "1" }
"p90" { "kills" "1" }
"nova" { "kills" "1" }
"mag7" { "kills" "1" }
"xm1014" { "kills" "1" }
"sawedoff" { "kills" "1" }
"galilar" { "kills" "1" }
"famas" { "kills" "1" }
"ak47" { "kills" "1" }
"m4a1" { "kills" "1" }
"sg556" { "kills" "1" }
"aug" { "kills" "1" }
"awp" { "kills" "1" }
"m249" { "kills" "1" }
"negev" { "kills" "1" }
"glock" { "kills" "1" }
"hkp2000" { "kills" "1" }
"tec9" { "kills" "1" }
"p250" { "kills" "1" }
"deagle" { "kills" "1" }
"fiveseven" { "kills" "1" }
"elite" { "kills" "1" }
"knifegg" { "kills" "1" }
}
"weaponprogression_t"
{
"mp9" { "kills" "1" }
"mac10" { "kills" "1" }
"mp7" { "kills" "1" }
"bizon" { "kills" "1" }
"ump45" { "kills" "1" }
"p90" { "kills" "1" }
"nova" { "kills" "1" }
"mag7" { "kills" "1" }
"xm1014" { "kills" "1" }
"sawedoff" { "kills" "1" }
"galilar" { "kills" "1" }
"famas" { "kills" "1" }
"ak47" { "kills" "1" }
"m4a1" { "kills" "1" }
"sg556" { "kills" "1" }
"aug" { "kills" "1" }
"awp" { "kills" "1" }
"m249" { "kills" "1" }
"negev" { "kills" "1" }
"glock" { "kills" "1" }
"hkp2000" { "kills" "1" }
"tec9" { "kills" "1" }
"p250" { "kills" "1" }
"deagle" { "kills" "1" }
"fiveseven" { "kills" "1" }
"elite" { "kills" "1" }
"knifegg" { "kills" "1" }
}
}
"gungametrbomb"
{
"value" "1"
"nameID" "#SFUI_GameModeGGBomb"
"descID" "#SFUI_GameModeGGBombDesc"
"matchmakingvalue" "competitive"
"uid" "12"
"maxplayers" "10"
// These are the descriptive ui elements to display in the information box on.
// These key/values should be pairs of strings. The "key" will appear in the left
// column, the "value" will appear in the right column.
"ui"
{
"0" { "label" "#SFUI_WinMatchColon" "value" "10 #SFUI_Rounds" }
"1" { "label" "#SFUI_TimePerRoundColon" "value" "90 #SFUI_Seconds" }
"2" { "label" "#SFUI_SpectateColon" "value" "#SFUI_SpectateTeamOnly" }
"3" { "label" "#SFUI_BotsColon" "value" "#SFUI_BotDifficulty3" }
}
// These are the convars that get setup when a game mode of this type is created.
"convars"
{
"bot_quota_mode" "fill"
"bot_quota" "10"
"bot_defer_to_human_items" "1"
"bot_defer_to_human_goals" "0"
"bot_difficulty" "2"
"bot_dont_shoot" "0"
"bot_chatter" "normal"
"cl_playerspraydisable" "1"
"mp_friendlyfire" "1"
"ff_damage_reduction_grenade" "0.85"
"ff_damage_reduction_bullets" "0.33"
"ff_damage_reduction_other" "0.4"
"ff_damage_reduction_grenade_self" "0"
"mp_startmoney" "0"
"mp_maxmoney" "0"
"mp_afterroundmoney" "0"
"mp_playercashawards" "0"
"mp_teamcashawards" "0"
"mp_timelimit" "0"
"mp_roundtime" "1.5"
"mp_freezetime" "6"
"mp_buytime" "0"
"mp_forcecamera" "0" // Set to 1 for team only spectating.
"mp_defuser_allocation" "2" // 0=none, 1=random, 2=everyone
"mp_death_drop_gun" "0" // 0=none, 1=best, 2=current or best
"mp_death_drop_grenade" "0" // 0=none, 1=best, 2=current or best
"mp_death_drop_defuser" "0"
"mp_match_can_clinch" "1" // 0=No mercy rule, 1=team can clinch match win early if they win > 1/2 total rounds
"mp_gungameimmunitytime" "0"
"mp_ggtr_bomb_respawn_delay" "1"
"mp_ggtr_bomb_detonation_bonus" "1"
"mp_ggtr_bomb_defuse_bonus" "0"
"cl_enable_roundstart_autobuy" "0"
"sv_ignoregrenaderadio" "1"
"mp_ggtr_bomb_pts_for_upgrade" "1" // Kill points required to upgrade a player's weapon
"mp_ggtr_bomb_pts_for_he" "2" // Kill points required in a round to get a bonus HE grenade
"mp_ggtr_bomb_pts_for_flash" "3" // Kill points required in a round to get a bonus flash grenade
"mp_ggtr_bomb_pts_for_molotov" "4" // Kill points required in a round to get a bonus molotov cocktail
"mp_ggtr_halftime_delay" "10.0" // Number of seconds to delay during half-time
"mp_ggtr_rounds_per_half" "10" // Number of rounds to play before/after half-time
"mp_molotovusedelay" "0"
"sv_alltalk" "0"
"sv_deadtalk" "0"
"mp_ggtr_end_round_kill_bonus" "0" // Number of bonus points to award the team when a "knife" kill ends the last round
"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_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)
"mp_ggtr_last_weapon_kill_ends_half" "0" // End the half and give a team round point when a player makes a kill using the final weapon
"sv_allow_votes" "1" // Voting allowed in this mode
"sv_arms_race_vote_to_restart_disallowed_after" "0"
// cash award convars (not used in this mode)
"cash_team_terrorist_win_bomb" "0"
"cash_team_elimination_hostage_map" "0"
"cash_team_elimination_bomb_map" "0"
"cash_team_win_by_time_running_out" "0"
"cash_team_win_by_defusing_bomb" "0"
"cash_team_win_by_hostage_rescue" "0"
"cash_team_loser_bonus" "0"
"cash_team_loser_bonus_consecutive_rounds" "0"
"cash_team_rescued_hostage" "0"
"cash_team_hostage_alive" "0"
"cash_team_planted_bomb_but_defused" "0"
"cash_team_hostage_interaction" "0"
"cash_player_killed_teammate" "0"
"cash_player_killed_enemy_default" "0"
"cash_player_killed_enemy_factor" "0"
"cash_player_bomb_planted" "0"
"cash_player_bomb_defused" "0"
"cash_player_rescued_hostage" "0"
"cash_player_interact_with_hostage" "0"
"cash_player_damage_hostage" "0"
"cash_player_killed_hostage" "0"
// gungame progressive defaults (not used in this mode)
"mp_ggprogressive_round_restart_delay" "15"
"mp_ggprogressive_win_panel_pct" "0.33333"
"mp_weapons_allow_zeus" "0"
"mp_solid_teammates" "0"
"mp_free_armor" "1"
// required defaults
"mp_maxrounds" "0"
"mp_halftime" "1"
"mp_force_pick_time" "15"
"spec_freeze_time" "5.0"
"spec_freeze_panel_extended_time" "0"
}
// Map groups for offline modes
"mapgroupsSP"
{
"mg_de_bank" ""
"mg_de_lake" ""
"mg_de_safehouse" ""
"mg_de_sugarcane" ""
"mg_de_stmarc" ""
"mg_de_shorttrain" ""
"random_demo" ""
}
// Map groups for online modes
"mapgroupsMP"
{
"mg_demolition" ""
}
"weaponprogression_ct"
{
"m4a1" { "kills" "1" }
"p90" { "kills" "1" }
"ump45" { "kills" "1" }
"deagle" { "kills" "1" }
"nova" { "kills" "1" }
"fiveseven" { "kills" "1" }
"hkp2000" { "kills" "1" }
"ssg08" { "kills" "1" }
"awp" { "kills" "1" }
"Scar20" { "kills" "1" }
}
"weaponprogression_t"
{
"ak47" { "kills" "1" }
"p90" { "kills" "1" }
"bizon" { "kills" "1" }
"deagle" { "kills" "1" }
"nova" { "kills" "1" }
"p250" { "kills" "1" }
"glock" { "kills" "1" }
"ssg08" { "kills" "1" }
"awp" { "kills" "1" }
"g3sg1" { "kills" "1" }
}
}
}
}
"training"
{
"value" "3"
"nameID" "#SFUI_GameTypeFreestyle"
"singleplayeronly" "1"
"gameModes"
{
"training"
{
"value" "0"
"nameID" "#SFUI_GameTypeTraining"
"descID" "#SFUI_GameModeTrainingDesc"
"showdisclaimer" "1"
"uid" "21"
"maxplayers" "1"
// These are the descriptive ui elements to display in the information box on.
// These key/values should be pairs of strings. The "key" will appear in the left
// column, the "value" will appear in the right column.
"ui"
{
"0" { "label" "#SFUI_CashColon" "value" "$16,000" }
"1" { "label" "#SFUI_WinMatchColon" "value" "30 #SFUI_Minutes" }
"2" { "label" "#SFUI_TimePerRoundColon" "value" "5 #SFUI_Minutes" }
"3" { "label" "#SFUI_BuyTimeColon" "value" "90 #SFUI_Seconds" }
"4" { "label" "#SFUI_SpectateColon" "value" "#SFUI_SpectateAnyone" }
// Bot data is determined by user selection.
}
// These are the convars that get setup when a game mode of this type is created.
"convars"
{
// For offline games, bot_difficulty and bot_quota are specified in the "botDifficulty" section later in this file.
"bot_quota_mode" "fill"
"bot_defer_to_human_items" "1"
"bot_defer_to_human_goals" "0"
"bot_chatter" "normal"
"bot_difficulty" "1"
"bot_dont_shoot" "0"
// bot_quota is ommited here because the map's min/max players determine's it's value.
"mp_friendlyfire" "0"
"ff_damage_reduction_grenade" "0"
"ff_damage_reduction_bullets" "0"
"ff_damage_reduction_other" "0"
"ff_damage_reduction_grenade_self" "0"
"mp_startmoney" "0"
"mp_maxmoney" "0"
"mp_afterroundmoney" "0"
"mp_playercashawards" "0"
"mp_teamcashawards" "0"
"mp_timelimit" "0"
"mp_roundtime" "0"
"mp_freezetime" "0"
"mp_buytime" "0"
"mp_forcecamera" "0" // Set to 1 for team only spectating.
"mp_defuser_allocation" "0"
"cl_enable_roundstart_autobuy" "0"
"sv_ignoregrenaderadio" "0"
"sv_deadtalk" "0"
"sv_allow_votes" "0" // No voting allowed in this mode
"sv_arms_race_vote_to_restart_disallowed_after" "0"
// cash award convars (not used in this mode)
"cash_team_terrorist_win_bomb" "0"
"cash_team_elimination_hostage_map" "0"
"cash_team_elimination_bomb_map" "0"
"cash_team_win_by_time_running_out" "0"
"cash_team_win_by_defusing_bomb" "0"
"cash_team_win_by_hostage_rescue" "0"
"cash_team_loser_bonus" "0"
"cash_team_loser_bonus_consecutive_rounds" "0"
"cash_team_rescued_hostage" "0"
"cash_team_hostage_alive" "0"
"cash_team_planted_bomb_but_defused" "0"
"cash_team_hostage_interaction" "0"
"cash_player_killed_teammate" "0"
"cash_player_killed_enemy_default" "0"
"cash_player_killed_enemy_factor" "0"
"cash_player_bomb_planted" "0"
"cash_player_bomb_defused" "0"
"cash_player_rescued_hostage" "0"
"cash_player_interact_with_hostage" "0"
"cash_player_damage_hostage" "0"
"cash_player_killed_hostage" "0"
// gungame tr defaults (not used in this mode)
"mp_ggtr_bomb_respawn_delay" "0"
"mp_ggtr_bomb_detonation_bonus" "1"
"mp_ggtr_bomb_defuse_bonus" "1"
"mp_ggtr_bomb_pts_for_upgrade" "2"
"mp_ggtr_bomb_pts_for_he" "3"
"mp_ggtr_bomb_pts_for_flash" "4"
"mp_ggtr_bomb_pts_for_molotov" "5"
"mp_ggtr_halftime_delay" "0.0"
"mp_ggtr_rounds_per_half" "5"
"mp_ggtr_end_round_kill_bonus" "1"
"mp_ggtr_last_weapon_kill_ends_half" "0"
// gungame progressive defaults (not used in this mode)
"mp_gungameimmunitytime" "4"
"mp_ggprogressive_round_restart_delay" "15"
"mp_ggprogressive_win_panel_pct" "0.33333"
// required defaults
"mp_weapons_allow_zeus" "0"
"mp_solid_teammates" "0"
"mp_free_armor" "1"
"cl_playerspraydisable" "1"
"mp_maxrounds" "0"
"mp_halftime" "0"
"mp_death_drop_gun" "0"
"mp_death_drop_grenade" "0"
"mp_death_drop_defuser" "0"
"mp_molotovusedelay" "0"
"sv_alltalk" "0"
"mp_force_pick_time" "15"
"bot_autodifficulty_threshold_low" "-2.0"
"bot_autodifficulty_threshold_high" "0.0"
"spec_freeze_time" "5.0"
"spec_freeze_panel_extended_time" "0"
"mp_match_can_clinch" "0"
}
// Map groups for offline modes
"mapgroupsSP"
{
"mg_training1" ""
}
}
}
}
}
"mapgroups"
{
//
// Map cycle groups
//
"mg_hostage"
{
"imagename" "mapgroup-hostage"
"nameID" "#SFUI_Mapgroup_hostage"
"name" "mg_hostage"
"maps"
{
"cs_office" ""
"cs_italy" ""
}
}
"mg_bomb"
{
"imagename" "mapgroup-bomb"
"nameID" "#SFUI_Mapgroup_bomb"
"name" "mg_bomb"
"maps"
{
"de_dust2" ""
"de_train" ""
"de_inferno" ""
"de_dust" ""
"de_aztec" ""
"de_nuke" ""
}
}
"mg_dust"
{
"imagename" "map-dust2-overall"
"nameID" "#SFUI_Mapgroup_dust"
"name" "mg_dust"
"maps"
{
"de_dust" ""
"de_dust2" ""
}
}
"mg_armsrace"
{
"imagename" "mapgroup-armsrace"
"nameID" "#SFUI_Mapgroup_armsrace"
"name" "mg_armsrace"
"maps"
{
"ar_shoots" ""
"ar_baggage" ""
}
}
"mg_demolition"
{
"imagename" "mapgroup-demolition"
"nameID" "#SFUI_Mapgroup_demolition"
"name" "mg_demolition"
"maps"
{
"de_lake" ""
"de_stmarc" ""
"de_sugarcane" ""
"de_bank" ""
"de_safehouse" ""
"de_shorttrain" ""
}
}
//
// Single map groups
//
"mg_de_train"
{
"imagename" "map-train-overall"
"nameID" "#SFUI_Map_de_train"
"name" "mg_de_train"
"maps"
{
"de_train" ""
}
}
"mg_de_dust"
{
"imagename" "map-dust-overall"
"nameID" "#SFUI_Map_de_dust"
"name" "mg_de_dust"
"maps"
{
"de_dust" ""
}
}
"mg_de_dust2"
{
"imagename" "map-dust2-overall"
"nameID" "#SFUI_Map_de_dust2"
"name" "mg_de_dust2"
"maps"
{
"de_dust2" ""
}
}
"mg_de_aztec"
{
"imagename" "map-aztec-overall"
"nameID" "#SFUI_Map_de_aztec"
"name" "mg_de_aztec"
"maps"
{
"de_aztec" ""
}
}
"mg_de_inferno"
{
"imagename" "map-inferno-overall"
"nameID" "#SFUI_Map_de_inferno"
"name" "mg_de_inferno"
"maps"
{
"de_inferno" ""
}
}
"mg_de_nuke"
{
"imagename" "map-nuke-overall"
"nameID" "#SFUI_Map_de_nuke"
"name" "mg_de_nuke"
"maps"
{
"de_nuke" ""
}
}
"mg_cs_italy"
{
"imagename" "map-italy-overall"
"nameID" "#SFUI_Map_cs_italy"
"name" "mg_cs_italy"
"maps"
{
"cs_italy" ""
}
}
"mg_cs_office"
{
"imagename" "map-office-overall"
"nameID" "#SFUI_Map_cs_office"
"name" "mg_cs_office"
"maps"
{
"cs_office" ""
}
}
"mg_ar_baggage"
{
"imagename" "map-baggage-overall"
"nameID" "#SFUI_Map_ar_baggage"
"name" "mg_ar_baggage"
"maps"
{
"ar_baggage" ""
}
}
"mg_ar_shoots"
{
"imagename" "map-vietnam-overall"
"nameID" "#SFUI_Map_ar_shoots"
"name" "mg_ar_shoots"
"maps"
{
"ar_shoots" ""
}
}
"mg_de_bank"
{
"imagename" "map-bank-overall"
"nameID" "#SFUI_Map_de_bank"
"name" "mg_de_bank"
"maps"
{
"de_bank" ""
}
}
"mg_de_lake"
{
"imagename" "map-boathouse-overall"
"nameID" "#SFUI_Map_de_lake"
"name" "mg_de_lake"
"maps"
{
"de_lake" ""
}
}
"mg_de_safehouse"
{
"imagename" "map-house-overall"
"nameID" "#SFUI_Map_de_safehouse"
"name" "mg_de_safehouse"
"maps"
{
"de_safehouse" ""
}
}
"mg_de_sugarcane"
{
"imagename" "map-mill-overall"
"nameID" "#SFUI_Map_de_sugarcane"
"name" "mg_de_sugarcane"
"maps"
{
"de_sugarcane" ""
}
}
"mg_de_stmarc"
{
"imagename" "map-shacks-overall"
"nameID" "#SFUI_Map_de_stmarc"
"name" "mg_de_stmarc"
"maps"
{
"de_stmarc" ""
}
}
"mg_de_shorttrain"
{
"imagename" "map-train-overall"
"nameID" "#SFUI_Map_de_shorttrain"
"name" "mg_de_shorttrain"
"maps"
{
"de_shorttrain" ""
}
}
"mg_training1"
{
"imagename" "map-alleyway-overall"
"nameID" "#SFUI_Map_training1"
"name" "mg_training1"
"maps"
{
"training1" ""
}
}
"random_ar"
{
"nameID" "#SFUI_Map_random"
"imagename" "map-random-ar"
"name" "random"
"maps"
{
//Empty
}
}
"random_demo"
{
"nameID" "#SFUI_Map_random"
"imagename" "map-random-demo"
"name" "random"
"maps"
{
//Empty
}
}
"random_classic"
{
"nameID" "#SFUI_Map_random"
"imagename" "map-random-overall"
"name" "random"
"maps"
{
//Empty
}
}
}
"maps"
{
//
// Classic Maps
//
"cs_italy"
{
"nameID" "#SFUI_Map_cs_italy"
"name" "cs_italy"
"imagename" "map-italy-overall"
"t_arms" "models/weapons/t_arms_separatist.mdl"
"t_models"
{
"tm_separatist" ""
"tm_separatist_variantA" ""
"tm_separatist_variantB" ""
"tm_separatist_variantC" ""
"tm_separatist_variantD" ""
}
"ct_arms" "models/weapons/ct_arms_gign.mdl"
"ct_models"
{
"ctm_gign" ""
"ctm_gign_variantA" ""
"ctm_gign_variantB" ""
"ctm_gign_variantC" ""
"ctm_gign_variantD" ""
}
"hostage_models"
{
"models/hostage/hostage.mdl" ""
"models/hostage/hostage_variantA.mdl" ""
"models/hostage/hostage_variantB.mdl" ""
"models/hostage/hostage_variantC.mdl" ""
}
}
"cs_office"
{
"nameID" "#SFUI_Map_cs_office"
"name" "cs_office"
"imagename" "map-office-overall"
"t_arms" "models/weapons/t_arms_anarchist.mdl"
"t_models"
{
"tm_anarchist" ""
"tm_anarchist_variantA" ""
"tm_anarchist_variantb" ""
"tm_anarchist_variantc" ""
"tm_anarchist_variantd" ""
}
"ct_arms" "models/weapons/ct_arms_fbi.mdl"
"ct_models"
{
"ctm_fbi" ""
"ctm_fbi_variantA" ""
"ctm_fbi_variantB" ""
"ctm_fbi_variantC" ""
"ctm_fbi_variantD" ""
}
"hostage_models"
{
"models/hostage/hostage_variantD.mdl" ""
"models/hostage/hostage_variantE.mdl" ""
"models/hostage/hostage_variantF.mdl" ""
"models/hostage/hostage_variantG.mdl" ""
}
}
"de_aztec"
{
"nameID" "#SFUI_Map_de_aztec"
"name" "de_aztec"
"imagename" "map-aztec-overall"
"t_arms" "models/weapons/t_arms_phoenix.mdl"
"t_models"
{
"tm_phoenix" ""
"tm_phoenix_variantA" ""
"tm_phoenix_variantB" ""
"tm_phoenix_variantC" ""
"tm_phoenix_variantD" ""
}
"ct_arms" "models/weapons/ct_arms_st6.mdl"
"ct_models"
{
"ctm_st6" ""
"ctm_st6_variantA" ""
"ctm_st6_variantB" ""
"ctm_st6_variantC" ""
"ctm_st6_variantD" ""
}
}
"de_train"
{
"nameID" "#SFUI_Map_de_train"
"name" "de_train"
"imagename" "map-train-overall"
"t_arms" "models/weapons/t_arms_balkan.mdl"
"t_models"
{
"tm_balkan_variantA" ""
"tm_balkan_variantB" ""
"tm_balkan_variantC" ""
"tm_balkan_variantD" ""
"tm_balkan_variantE" ""
}
"ct_arms" "models/weapons/ct_arms_st6.mdl"
"ct_models"
{
"ctm_st6" ""
"ctm_st6_variantA" ""
"ctm_st6_variantB" ""
"ctm_st6_variantC" ""
"ctm_st6_variantD" ""
}
}
"de_dust"
{
"nameID" "#SFUI_Map_de_dust"
"name" "de_dust"
"imagename" "map-dust-overall"
"t_arms" "models/weapons/t_arms.mdl"
"t_models"
{
"tm_leet_variantA" ""
"tm_leet_variantB" ""
"tm_leet_variantC" ""
"tm_leet_variantD" ""
"tm_leet_variantE" ""
}
"ct_arms" "models/weapons/ct_arms_idf.mdl"
"ct_models"
{
"ctm_idf" ""
"ctm_idf_variantB" ""
"ctm_idf_variantC" ""
"ctm_idf_variantD" ""
"ctm_idf_variantE" ""
}
}
"de_dust2"
{
"nameID" "#SFUI_Map_de_dust2"
"name" "de_dust2"
"imagename" "map-dust2-overall"
"t_arms" "models/weapons/t_arms.mdl"
"t_models"
{
"tm_leet_variantA" ""
"tm_leet_variantB" ""
"tm_leet_variantC" ""
"tm_leet_variantD" ""
"tm_leet_variantE" ""
}
"ct_arms" "models/weapons/ct_arms_idf.mdl"
"ct_models"
{
"ctm_idf" ""
"ctm_idf_variantB" ""
"ctm_idf_variantC" ""
"ctm_idf_variantD" ""
"ctm_idf_variantE" ""
// We can only have 5 of these models so I'm removing this last one since it won't get read in anyway.
//"ctm_idf_variantF" ""
}
}
"de_inferno"
{
"nameID" "#SFUI_Map_de_inferno"
"name" "de_inferno"
"imagename" "map-inferno-overall"
"t_arms" "models/weapons/t_arms_separatist.mdl"
"t_models"
{
"tm_separatist" ""
"tm_separatist_variantA" ""
"tm_separatist_variantB" ""
"tm_separatist_variantC" ""
"tm_separatist_variantD" ""
}
"ct_arms" "models/weapons/ct_arms_sas.mdl"
"ct_models"
{
"ctm_sas_variantA" ""
"ctm_sas_variantB" ""
"ctm_sas_variantC" ""
"ctm_sas_variantD" ""
"ctm_sas" ""
}
}
"de_nuke"
{
"nameID" "#SFUI_Map_de_nuke"
"name" "de_nuke"
"imagename" "map-nuke-overall"
"t_arms" "models/weapons/t_arms_balkan.mdl"
"t_models"
{
"tm_balkan_variantA" ""
"tm_balkan_variantB" ""
"tm_balkan_variantC" ""
"tm_balkan_variantD" ""
"tm_balkan_variantE" ""
}
"ct_arms" "models/weapons/ct_arms_sas.mdl"
"ct_models"
{
"ctm_sas_variantA" ""
"ctm_sas_variantB" ""
"ctm_sas_variantC" ""
"ctm_sas_variantD" ""
"ctm_sas" ""
}
}
//
// Gun Game Maps
//
"ar_baggage"
{
"nameID" "#SFUI_Map_ar_baggage"
"name" "ar_baggage"
"imagename" "map-baggage-overall"
"t_arms" "models/weapons/t_arms_phoenix.mdl"
"t_models"
{
"tm_phoenix" ""
"tm_phoenix_variantA" ""
"tm_phoenix_variantB" ""
"tm_phoenix_variantC" ""
"tm_phoenix_variantD" ""
}
"ct_arms" "models/weapons/ct_arms_gsg9.mdl"
"ct_models"
{
"ctm_gsg9" ""
"ctm_gsg9_variantA" ""
"ctm_gsg9_variantB" ""
"ctm_gsg9_variantC" ""
"ctm_gsg9_variantD" ""
}
}
"ar_shoots"
{
"nameID" "#SFUI_Map_ar_shoots"
"name" "ar_shoots"
"imagename" "map-vietnam-overall"
"t_arms" "models/weapons/t_arms_pirate.mdl"
"t_models"
{
"tm_pirate" ""
"tm_pirate_variantA" ""
"tm_pirate_variantC" ""
"tm_pirate_variantD" ""
"tm_pirate_variantB" ""
}
"ct_arms" "models/weapons/ct_arms_gign.mdl"
"ct_models"
{
"ctm_gign" ""
"ctm_gign_variantA" ""
"ctm_gign_variantB" ""
"ctm_gign_variantC" ""
"ctm_gign_variantD" ""
}
}
"de_lake"
{
"nameID" "#SFUI_Map_de_lake"
"name" "de_lake"
"imagename" "map-boathouse-overall"
"t_arms" "models/weapons/t_arms_phoenix.mdl"
"t_models"
{
"tm_phoenix" ""
"tm_phoenix_variantA" ""
"tm_phoenix_variantB" ""
"tm_phoenix_variantC" ""
"tm_phoenix_variantD" ""
}
"ct_arms" "models/weapons/ct_arms_st6.mdl"
"ct_models"
{
"ctm_st6" ""
"ctm_st6_variantA" ""
"ctm_st6_variantB" ""
"ctm_st6_variantC" ""
"ctm_st6_variantD" ""
}
}
"de_bank"
{
"nameID" "#SFUI_Map_de_bank"
"name" "de_bank"
"imagename" "map-bank-overall"
"t_arms" "models/weapons/t_arms_professional.mdl"
"t_models"
{
"tm_professional" ""
"tm_professional_var1" ""
"tm_professional_var2" ""
"tm_professional_var3" ""
"tm_professional_var4" ""
}
"ct_arms" "models/weapons/ct_arms_swat.mdl"
"ct_models"
{
"ctm_swat" ""
"ctm_swat_variantA" ""
"ctm_swat_variantB" ""
"ctm_swat_variantC" ""
"ctm_swat_variantD" ""
}
}
"de_safehouse"
{
"nameID" "#SFUI_Map_de_safehouse"
"name" "de_safehouse"
"imagename" "map-house-overall"
"t_arms" "models/weapons/t_arms_professional.mdl"
"t_models"
{
"tm_professional" ""
"tm_professional_var1" ""
"tm_professional_var2" ""
"tm_professional_var3" ""
"tm_professional_var4" ""
}
"ct_arms" "models/weapons/ct_arms_swat.mdl"
"ct_models"
{
"ctm_swat" ""
"ctm_swat_variantA" ""
"ctm_swat_variantB" ""
"ctm_swat_variantC" ""
"ctm_swat_variantD" ""
}
}
"de_sugarcane"
{
"nameID" "#SFUI_Map_de_sugarcane"
"name" "de_sugarcane"
"imagename" "map-mill-overall"
"t_arms" "models/weapons/t_arms_pirate.mdl"
"t_models"
{
"tm_pirate" ""
"tm_pirate_variantA" ""
"tm_pirate_variantC" ""
"tm_pirate_variantD" ""
"tm_pirate_variantB" ""
}
"ct_arms" "models/weapons/ct_arms_gign.mdl"
"ct_models"
{
"ctm_gign" ""
"ctm_gign_variantA" ""
"ctm_gign_variantB" ""
"ctm_gign_variantC" ""
"ctm_gign_variantD" ""
}
}
"de_stmarc"
{
"nameID" "#SFUI_Map_de_stmarc"
"name" "de_stmarc"
"imagename" "map-shacks-overall"
"t_arms" "models/weapons/t_arms_pirate.mdl"
"t_models"
{
"tm_pirate" ""
"tm_pirate_variantA" ""
"tm_pirate_variantC" ""
"tm_pirate_variantD" ""
"tm_pirate_variantB" ""
}
"ct_arms" "models/weapons/ct_arms_gign.mdl"
"ct_models"
{
"ctm_gign" ""
"ctm_gign_variantA" ""
"ctm_gign_variantB" ""
"ctm_gign_variantC" ""
"ctm_gign_variantD" ""
}
}
"de_shorttrain"
{
"nameID" "#SFUI_Map_de_shorttrain"
"name" "de_shorttrain"
"imagename" "map-train-overall"
"t_arms" "models/weapons/t_arms_balkan.mdl"
"t_models"
{
"tm_balkan_variantA" ""
"tm_balkan_variantB" ""
"tm_balkan_variantC" ""
"tm_balkan_variantD" ""
"tm_balkan_variantE" ""
}
"ct_arms" "models/weapons/ct_arms_sas.mdl"
"ct_models"
{
"ctm_sas_variantA" ""
"ctm_sas_variantB" ""
"ctm_sas_variantC" ""
"ctm_sas_variantD" ""
"ctm_sas" ""
}
}
//
// Random Map
//
"random"
{
"nameID" "#SFUI_Map_random"
"name" "random"
"minplayers" "#SFUI_VariesByMap"
"maxplayers" "#SFUI_VariesByMap"
"imagename" "map-random-overall"
"t_models"
{
// these will be pulled from the assigned map
}
"ct_models"
{
// these will be pulled from the assigned map
}
}
//
// DLC Maps
//
"de_embassy"
{
"nameID" "#SFUI_Map_de_embassy"
"name" "de_embassy"
"imagename" "map-dust-overall"
"t_arms" "models/weapons/t_arms.mdl"
"t_models"
{
"tm_anarchist" ""
"tm_anarchist_variantA" ""
"tm_anarchist_variantb" ""
"tm_anarchist_variantc" ""
"tm_anarchist_variantd" ""
}
"ct_arms" "models/weapons/ct_arms_swat.mdl"
"ct_models"
{
"ctm_swat" ""
"ctm_swat_variantA" ""
"ctm_swat_variantB" ""
"ctm_swat_variantC" ""
"ctm_swat_variantD" ""
}
}
"cs_assault"
{
"nameID" "#SFUI_Map_cs_assault"
"name" "cs_assault"
"imagename" "map-assault-overall"
"t_arms" "models/weapons/t_arms_phoenix.mdl"
"t_models"
{
"tm_phoenix" ""
"tm_phoenix_variantA" ""
"tm_phoenix_variantB" ""
"tm_phoenix_variantC" ""
"tm_phoenix_variantD" ""
}
"ct_arms" "models/weapons/ct_arms_fbi.mdl"
"ct_models"
{
"ctm_fbi" ""
"ctm_fbi_variantA" ""
"ctm_fbi_variantB" ""
"ctm_fbi_variantC" ""
"ctm_fbi_variantD" ""
}
}
"de_balkan"
{
"nameID" "#SFUI_Map_de_balkan"
"name" "de_balkan"
"imagename" "map-vostok-overall"
"t_arms" "models/weapons/t_arms_balkan.mdl"
"t_models"
{
"tm_balkan_variantA" ""
"tm_balkan_variantB" ""
"tm_balkan_variantC" ""
"tm_balkan_variantD" ""
"tm_balkan_variantE" ""
}
"ct_arms" "models/weapons/ct_arms_gsg9.mdl"
"ct_models"
{
"ctm_gsg9" ""
"ctm_gsg9_variantA" ""
"ctm_gsg9_variantB" ""
"ctm_gsg9_variantC" ""
"ctm_gsg9_variantD" ""
}
}
"de_vertigo"
{
"nameID" "#SFUI_Map_de_vertigo"
"name" "de_vertigo"
"imagename" "map-vertigo-overall"
"t_arms" "models/weapons/t_arms_professional.mdl"
"t_models"
{
"tm_professional" ""
"tm_professional_var1" ""
"tm_professional_var2" ""
"tm_professional_var3" ""
"tm_professional_var4" ""
}
"ct_arms" "models/weapons/ct_arms_fbi.mdl"
"ct_models"
{
"ctm_fbi" ""
"ctm_fbi_variantA" ""
"ctm_fbi_variantB" ""
"ctm_fbi_variantC" ""
"ctm_fbi_variantD" ""
}
}
"de_cranes"
{
"nameID" "#SFUI_Map_de_cranes"
"name" "de_cranes"
"imagename" "map-cranes-overall"
"t_arms" "models/weapons/t_arms_professional.mdl"
"t_models"
{
"tm_professional" ""
"tm_professional_var1" ""
"tm_professional_var2" ""
"tm_professional_var3" ""
"tm_professional_var4" ""
}
"ct_arms" "models/weapons/ct_arms_fbi.mdl"
"ct_models"
{
"ctm_fbi" ""
"ctm_fbi_variantA" ""
"ctm_fbi_variantB" ""
"ctm_fbi_variantC" ""
"ctm_fbi_variantD" ""
}
}
"ar_monastery"
{
"nameID" "#SFUI_Map_ar_monastery"
"name" "ar_monastery"
"imagename" "map-tibet-overall"
"t_arms" "models/weapons/t_arms_balkan.mdl"
"t_models"
{
"tm_balkan_variantA" ""
"tm_balkan_variantB" ""
"tm_balkan_variantC" ""
"tm_balkan_variantD" ""
"tm_balkan_variantE" ""
}
"ct_arms" "models/weapons/ct_arms_gsg9.mdl"
"ct_models"
{
"ctm_gsg9" ""
"ctm_gsg9_variantA" ""
"ctm_gsg9_variantB" ""
"ctm_gsg9_variantC" ""
"ctm_gsg9_variantD" ""
}
}
"de_depot"
{
"nameID" "#SFUI_Map_de_depot"
"name" "de_depot"
"imagename" "map-depot-overall"
"t_arms" "models/weapons/t_arms_balkan.mdl"
"t_models"
{
"tm_balkan_variantA" ""
"tm_balkan_variantB" ""
"tm_balkan_variantC" ""
"tm_balkan_variantD" ""
"tm_balkan_variantE" ""
}
"ct_arms" "models/weapons/ct_arms_gsg9.mdl"
"ct_models"
{
"ctm_gsg9" ""
"ctm_gsg9_variantA" ""
"ctm_gsg9_variantB" ""
"ctm_gsg9_variantC" ""
"ctm_gsg9_variantD" ""
}
}
"de_alleyway"
{
"nameID" "#SFUI_Map_de_alleyway"
"name" "de_alleyway"
"imagename" "map-alleyway-overall"
"t_arms" "models/weapons/t_arms_professional.mdl"
"t_models"
{
"tm_professional" ""
"tm_professional_var1" ""
"tm_professional_var2" ""
"tm_professional_var3" ""
"tm_professional_var4" ""
}
"ct_arms" "models/weapons/ct_arms_swat.mdl"
"ct_models"
{
"ctm_swat" ""
"ctm_swat_variantA" ""
"ctm_swat_variantB" ""
"ctm_swat_variantC" ""
"ctm_swat_variantD" ""
}
}
"training1"
{
"nameID" "#SFUI_Map_training1"
"name" "training1"
"minplayers" "1"
"maxplayers" "1"
"extraspectators" "2"
"imagename" "map-alleyway-overall"
"t_arms" "models/weapons/t_arms_phoenix.mdl"
"t_models"
{
"tm_phoenix" ""
}
"ct_arms" "models/weapons/ct_arms_st6.mdl"
"ct_models"
{
"ctm_st6" ""
}
}
}
"botDifficulty"
{
"none"
{
"nameID" "#SFUI_BotDifficulty0"
"value" "0"
"awardProgressDisabled" "1"
"convars"
{
"bot_difficulty" "0"
"bot_dont_shoot" "1"
"bot_quota" "0"
}
}
"dumb"
{
"nameID" "#SFUI_BotDifficulty1"
"value" "1"
"awardProgressDisabled" "1"
"convars"
{
"bot_difficulty" "0"
"bot_dont_shoot" "1"
}
}
"easy"
{
"nameID" "#SFUI_BotDifficulty2"
"value" "2"
"awardProgressDisabled" "0"
"convars"
{
"bot_difficulty" "0"
"bot_dont_shoot" "0"
}
}
"medium"
{
"nameID" "#SFUI_BotDifficulty3"
"value" "3"
"awardProgressDisabled" "0"
"convars"
{
"bot_difficulty" "1"
"bot_dont_shoot" "0"
}
}
"hard"
{
"nameID" "#SFUI_BotDifficulty4"
"value" "4"
"awardProgressDisabled" "0"
"convars"
{
"bot_difficulty" "2"
"bot_dont_shoot" "0"
}
}
"expert"
{
"nameID" "#SFUI_BotDifficulty5"
"value" "5"
"awardProgressDisabled" "0"
"convars"
{
"bot_difficulty" "3"
"bot_dont_shoot" "0"
}
}
}
"mpSessionVisibility"
{
"public"
{
"nameID" "#SFUI_SessionVisibilityPublic"
"value" "0"
"matchmakingvalue" "public"
}
"private"
{
"nameID" "#SFUI_SessionVisibilityPrivate"
"value" "1"
"matchmakingvalue" "private"
}
}
"maptypes"
{
"de_"
{
"nameID" "#SFUI_BombMap"
"imagename" "icon-overview-bomb"
}
"cs_"
{
"nameID" "#SFUI_HostageMap"
"imagename" "icon-overview-hostage"
}
"gungameprogressive"
{
"nameID" "#SFUI_GunGameProgressiveMap"
"imagename" "icon-overview-progressive"
}
"gungametrbomb"
{
"nameID" "#SFUI_GunGameTRMap"
"imagename" "icon-overview-trbomb"
}
"training"
{
"nameID" "#SFUI_TrainingSelectMap"
"imagename" "icon-overview-select"
}
"unknown"
{
"nameID" "?"
}
}
}
Server Launching batch file.
Code:
D:\SteamCmd\csgo-ds\srcds -game csgo -console -usercon -port 27015 +game_type 0 +game_mode 1 +mapgroup mg_bomb +map de_dust2 -maxplayers_override 24
I've tried the +net_adr or what ever in the launch options but with or without it I still have players not being able to join after one person joins. It's like it visually shows there's 24 players but it only allows 1 out of my LAN and then only inside the LAN. I just can't find the right answer to this problem yet on any google searches.
My Public ip 68.39.103.93
Port Fowarding Image
Thanks.