echo Executing ReGameDLL Configuration File // The style of gameplay where there aren't any teams (FFA mode) // 0 - disabled (default behaviour) // 1 - enabled // // Default value: "0" mp_freeforall 0 // Auto balancing of teams // 0 - disabled // 1 - on after next round (default behaviour) // 2 - on next round // // Default value: "1" mp_autoteambalance 1 // Designate the desired amount of buy time for each round. (in minutes) // -1 - means no time limit // 0 - disable buy // // Default value: "1.5" mp_buytime 0.25 // The maximum allowable amount of money in the game // NOTE: Allowable money limit is 999999 // // Default value: "16000" mp_maxmoney 16000 // Disable round end by game scenario // 0 - disabled (default behaviour) // 1 - enabled (never end round) // // Flags for fine grained control (choose as many as needed) // a - block round time round end check // b - block needed players round end check // c - block VIP assassination/success round end check // d - block prison escape round end check // e - block bomb round end check // f - block team extermination round end check // g - block hostage rescue round end check // // Example setting: "ae" - blocks round time and bomb round end checks // Default value: "0" mp_round_infinite 0 // The round by expired time will be over, if on a map it does not have the scenario of the game. // 0 - disabled (default behaviour) // 1 - enabled // // Default value: "0" mp_roundover 0 // Number of seconds to delay before restarting a round after a win. // // Default value: "5" mp_round_restart_delay 5 // Disable grenade damage through walls // 0 - disabled // 1 - enabled // // Default value: "0" mp_hegrenade_penetration 0 // Drop a grenade after player death // 0 - disabled // 1 - drop one the grenade // 2 - drop an everyone grenades // // Default value: "0" mp_nadedrops 0 // Player cannot respawn until next round // if more than N seconds has elapsed since the beginning round // // Default value: "20" mp_roundrespawn_time 20 // Automatically reload each weapon on player spawn // 0 - disabled (default behaviour) // 1 - enabled // // Default value: "0" mp_auto_reload_weapons 0 // Refill amount of backpack ammo up to the max // 0 - disabled (default behaviour) // 1 - refill backpack ammo on player spawn // 2 - refill backpack ammo on player spawn and on the purchase of the item // // Default value: "0" mp_refill_bpammo_weapons 0 // Sets the mode infinite ammo for weapons // 0 - disabled (default behaviour) // 1 - weapon clip infinite // 2 - weapon bpammo infinite (This means for reloading) // // Default value: "0" mp_infinite_ammo 0 // Enable infinite grenades // 0 - disabled (default behaviour) // 1 - grenades infinite // // Default value: "0" mp_infinite_grenades 0 // Automatically joins the team // 0 - disabled // 1 - enabled (Use in conjunction with the cvar humans_join_team any/SPEC/CT/T) // // Default value: "0" mp_auto_join_team 0 // Maximum number of allowed teamkills before autokick. // Used when enabled mp_autokick. // 0 - disabled // // Default value: "3" mp_max_teamkills 3 // If set to something other than 0, // when anybody’s scored reaches mp_fraglimit the server changes map. // 0 - means no limit // // Default value: "0" mp_fraglimit 0 // Period between map rotations. // 0 - means no limit // // Default value: "0" mp_timelimit 22 // Players will automatically respawn when killed. // 0 - disabled // >0.00001 - time delay to respawn // // Default value: "0" mp_forcerespawn 0 // The hostages can take damage. // 0 - disabled // 1 - from any team (default behaviour) // 2 - only from CT // 3 - only from T // // Default value: "1" mp_hostage_hurtable 1 // Show radio icon. // 0 - disabled // 1 - enabled (default behavior) // // Default value: "1" mp_show_radioicon 1 // Play "Bomb has been defused" sound instead of "Counter-Terrorists win" when bomb was defused // 0 - disabled (default behavior) // 1 - enabled // // Default value: "1" mp_old_bomb_defused_sound 1 // Set's the mode for the zBot // 0 - disabled // 1 - enable mode Deathmatch and not allow to do the scenario // // Default value: "0" bot_deathmatch 0 // Determines the type of quota. // normal - default behaviour // fill - the server will adjust bots to keep N players in the game, where N is bot_quota // match - the server will maintain a 1:N ratio of humans to bots, where N is bot_quota // // Default value: "normal" bot_quota_mode "normal" // Prevents bots from joining the server for this many seconds after a map change. // // Default value: "0" bot_join_delay 0 // Debug cvar shows triggers. // 0 - disabled (default behaviour) // 1 - enabled // // Default value: "0" showtriggers 0 // When players can hear each other. // Further explanation: https://github.com/s1lentq/ReGameDLL_CS/wiki/sv_alltalk // 0 - dead don't hear alive // 1 - no restrictions // 2 - teammates hear each other // 3 - same as 2, but spectators hear everybody // 4 - alive hear alive, dead hear dead and alive. // // Default value: "0" sv_alltalk 4 // Time to remove item that have been dropped from the players. (in seconds) // // Default value: "300" mp_item_staytime 300 // Legacy func_bomb_target touch. New one is more strict. // 0 - New behavior // 1 - Legacy behavior // // Default value: "1" mp_legacy_bombtarget_touch 1 // Specifies the players defense time after respawn. (in seconds). // 0 - disabled // >0.00001 - time delay to remove protection // // Default value: "0" mp_respawn_immunitytime "0" // Enable effects on player spawn protection // 0 - disabled // 1 - enabled (Use in conjunction with the cvar mp_respawn_immunitytime) // // Default value: "1" mp_respawn_immunity_effects 0 // Kill the player in filled spawn before spawning some one else (Prevents players stucking in each other). // Only disable this if you have semiclip or other plugins that prevents stucking // 0 - disabled // 1 - enabled // // Default value: "1" mp_kill_filled_spawn 0 // Allow use of point_servercommand entities in map. // NOTE: Potentially dangerous for untrusted maps. // 0 - disallow // 1 - allow // // Default value: "0" mp_allow_point_servercommand 0 // Show 'HP' field into a scoreboard // 0 - don't send any update for 'HP' field to any clients // 1 - show only Terrorist 'HP' field to all clients // 2 - show only CT 'HP' field to all clients // 3 - show 'HP' field to teammates // 4 - show 'HP' field to all clients // 5 - show 'HP' field to teammates and spectators // Note this CVar are work in beta only. // // Default value: "3" mp_scoreboard_showhealth 3 // Show 'Money' field into a scoreboard // 0 - don't send any update for 'Money' field to any clients // 1 - show only Terrorist 'Money' field to all clients // 2 - show only CT 'Money' field to all clients // 3 - show 'Money' field to teammates // 4 - show 'Money' field to all clients // 5 - show 'Money' field to teammates and spectators // Note this CVar are work in beta only. // // Default value: "3" mp_scoreboard_showmoney 3 // How much to reduce damage done to teammates when shot. // Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy) // // Default value: "0.35" ff_damage_reduction_bullets "0.35" // How much to reduce damage done to teammates by a thrown grenade. // Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy) // // Default value: "0.25" ff_damage_reduction_grenade "0.25" // How much to damage a player does to himself with his own grenade // Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy) // // Default value: "1.0" ff_damage_reduction_grenade_self "1.0" // How much to reduce damage done to teammates by things other than bullets and grenades. // Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy) // // Default value: "0.35" ff_damage_reduction_other "0.35" // Player that have never moved sience they last move // will drop the bomb after this amount of time. (in seconds). // 0 - disabled // >5.0 - delay to drop // // Default value: "0" mp_afk_bomb_drop_time "0" // Delay between player Radio messages. (in seconds). // 0 - disable delay // // Default value: "1.5" mp_radio_timeout "1.5" // Maximum Radio messages count for player per round. // 0 - disable radio messages // // Default value: "60" mp_radio_maxinround 60 // When set, players can buy anywhere, not only in buyzones. // 0 - disabled // 1 - both teams // 2 - only Terrorists team // 3 - only CT team // // Default value: "0" mp_buy_anywhere 0 // Don't unduck if ducking isn't finished yet. // NOTE: This also prevents double duck. // 0 - disabled (default behaviour) // 1 - enabled // // Default value: "0" mp_unduck_method 0