These CFG files contain only few commands and are executed after the CFG files of a game mode and after the CFG files of the game mode flags. Each War Game can have CFG files associated to it that are executed if a map is launched in that War Game, namely if sv_skirmish_id is set to the ID of that War Game. The ConVar sv_skirmish_id determines the War Game that a map will be launched in. Usually a custom mission for two human players on a custom map that is designed primarily for this mode.Įxample: To play Team vs Team, invoke game_type 1 game_mode 2 sv_game_mode_flags 4 map, or shorter: sv_game_mode_flags 4 map dm. Maps must support this mode to work as intended. Two human players must defend a bombsite as CT or hostages as T against rushing bots. If sv_autoexec_mapname_cfg is not 0 (which however it its default value), the CFG file csgo/maps/cfg/.cfg is executed with whitelist. This is an "empty" game mode allowing mapmakers to implement any map-specific custom game mode, if they wish to. Good for singleplayer maps, used on CS:GO's Training Course. No round limit, no time limit, no freezetime, minimal HUD. A player wins by scoring the highest after the round's time limit.Īssigns clients to CT with no weapon. Kills grant points, depending on the weapon type and if it is currently the bonus weapon. Like Armsrace but with free weapon choice and respawns across the map. Each player can progress one gun per round by making at least one kill. Each player is given a fixed weapon for each round, depending on his individual progress. A weapon progression (a number of guns and their order) is defined where players win by making a specified number of kills with each of these weapons.Ī mixture of Casual with Armsrace. The game is one perpetual round where killed players respawn at the default spawns. Like Competitive but every player can buy each weapon at most once per match. Like Competitive, but adjusted for 2v2 and for a smaller map or a map section. Round-ending objectives are elimination, bomb explosion, bomb defusal, hostage rescue and timeout. Best of 30 rounds, teams are switched at halftime, friendly fire is on. The classic game mode, usually made for 5v5. Like Competitive but with fewer rounds, shorter freezetime per round, no friendly fire, no team collision, free armor and free defuse kit/ cutters. The possible map command aliases can be found in the function GameTypes::GetGameTypeAndModeFromAlias defined in gametypes.cpp. Note: The information of these tables can be found in csgo/ gamemodes.txt. The following table lists all available game modes along with their values for game_type and game_mode, their internal name, their aliases for the map command, their default maximum number of players, the CFG files that are executed when a map is launched in this game mode, and a description. Game_type and game_mode are console variables that determine how the next map is initialized when loaded, including but not limited to the execution of CFG files, used to set some of the countless ConVars that control game rules, for example mp_roundtime, mp_t_default_secondary, sv_deadtalk and so forth.Īpart from that, there are also other game rules or settings for which the the value of these ConVars is checked during the current match.Įxamples are the UI for all players, the events when weapon_c4 is planted or defused, whether item_heavyassaultsuit causes a screen tint, whether players can pick up experimental weapons such as weapon_axe. If the game doesn't have the file, one can put a custom one to that place. If sv_skirmish_id is not 0, the internal name of the skirmish mode is used. Note: The game mode icons seen on the loading screen (and on this page) are loaded from csgo/materials/panorama/images/icons/ui/.svg.
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