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) 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_chatter normal bot_defer_to_human_goals 0 bot_defer_to_human_items 1 bot_difficulty 1 bot_quota 10 bot_quota_mode fill cash_player_bomb_defused 200 cash_player_bomb_planted 200 cash_player_damage_hostage -30 cash_player_interact_with_hostage 300 cash_player_killed_enemy_default 200 cash_player_killed_enemy_factor 0.5 cash_player_killed_hostage -1000 cash_player_killed_teammate -300 cash_player_rescued_hostage 1000 cash_team_elimination_bomb_map 2700 cash_team_elimination_hostage_map_t 2000 cash_team_elimination_hostage_map_ct 2300 cash_team_hostage_alive 0 cash_team_hostage_interaction 500 cash_team_loser_bonus 2400 cash_team_loser_bonus_consecutive_rounds 0 cash_team_planted_bomb_but_defused 200 cash_team_rescued_hostage 0 cash_team_terrorist_win_bomb 2700 cash_team_win_by_defusing_bomb 2700 cash_team_win_by_hostage_rescue 3000 cash_team_win_by_time_running_out_hostage 2000 cash_team_win_by_time_running_out_bomb 2700 ff_damage_reduction_bullets 0 ff_damage_reduction_grenade 0 ff_damage_reduction_grenade_self 0 ff_damage_reduction_other 0 mp_afterroundmoney 0 mp_buytime 45 mp_buy_anywhere 0 mp_buy_during_immunity 0 mp_death_drop_defuser 1 mp_death_drop_grenade 2 // 0=none, 1=best, 2=current or best mp_death_drop_gun 1 // 0=none, 1=best, 2=current or best mp_defuser_allocation 2 // 0=none, 1=random, 2=everyone mp_force_pick_time 15 mp_forcecamera 0 // Set to 1 for team only spectating. mp_free_armor 1 mp_freezetime 5 mp_friendlyfire 1 mp_win_panel_display_time 3 mp_ggprogressive_round_restart_delay 15 mp_ggtr_bomb_defuse_bonus 1 mp_ggtr_bomb_detonation_bonus 1 mp_ggtr_bomb_pts_for_flash 4 mp_ggtr_bomb_pts_for_he 3 mp_ggtr_bomb_pts_for_molotov 5 mp_ggtr_bomb_pts_for_upgrade 2 mp_ggtr_bomb_respawn_delay 0 mp_ggtr_end_round_kill_bonus 1 mp_ggtr_halftime_delay 0.0 mp_ggtr_last_weapon_kill_ends_half 0 mp_respawn_immunitytime 0 mp_halftime 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_maxmoney 10000 mp_maxrounds 15 mp_molotovusedelay 0 mp_playercashawards 1 mp_roundtime 3 mp_roundtime_hostage 2 mp_roundtime_defuse 2.25 // Typical ValveOfficial Casual defuse rounds are 90-100 seconds. mp_solid_teammates 0 mp_startmoney 1000 mp_teamcashawards 1 mp_timelimit 0 mp_warmuptime 90 mp_weapons_allow_zeus 1 mp_weapons_allow_typecount 2 spec_freeze_panel_extended_time 0 spec_freeze_time 5.0 sv_allow_votes 1 // Voting allowed in this mode sv_alltalk 1 sv_arms_race_vote_to_restart_disallowed_after 0 sv_vote_to_changelevel_before_match_point 1 sv_deadtalk 0 sv_ignoregrenaderadio 0 tv_delay 30 mp_warmup_pausetimer 0 mp_halftime_pausetimer 0 mp_randomspawn 0 mp_randomspawn_los 0 sv_infinite_ammo 0 ammo_grenade_limit_flashbang 1 ammo_grenade_limit_total 3 // // mp_weapons_allow_map_placed 1 mp_weapons_glow_on_ground 0 mp_display_kill_assists 1 mp_respawn_on_death_t 0 mp_respawn_on_death_ct 0 mp_ct_default_melee weapon_knife mp_ct_default_secondary weapon_hkp2000 mp_ct_default_primary "" mp_t_default_melee weapon_knife mp_t_default_secondary weapon_glock mp_t_default_primary "" mp_default_team_winner_no_objective -1 // 2 == CTs, 3 == Ts sv_occlude_players 1 occlusion_test_async 1 spec_replay_enable 1 mp_buytime 30 mp_round_restart_delay 2 mp_roundtime 30 mp_roundtime_defuse 30 mp_roundtime_hostage 30 mp_maxrounds 1 mp_respawn_immunitytime 1 mp_respawnwavetime_ct 1 mp_respawnwavetime_t 1 mp_autoteambalance 0 mp_limitteams 0 mp_freezetime 1 mp_warmup_end 30 mp_forcecamera 0 mp_restartgame 1 mp_timelimit 30 mp_round_restart_delay 10 // need more time for replay