//****************************************************************************** // Call of Duty 2 - eXtreme+ modification //****************************************************************************** // author : PatmanSan // website : http://www.patmansan.com // // mod : eXtreme+ // version : 2.9 // update : October 2013 //****************************************************************************** //****************************************************************************** // Points for Killing a Player. // Not supported by FT (own settings), HM (fixed points), IHTF (own settings) // and LMS (no points). // If you adjust these, make sure you also change score limits, points for // ranking up, reward points, etc. //****************************************************************************** // min = 1, max = 100 (default 1) //set ex_points_kill "1" //set ex_points_kill_chq "1" //set ex_points_kill_cnq "1" //set ex_points_kill_ctf "15" //set ex_points_kill_ctfb "1" set ex_points_kill_dm "15" //set ex_points_kill_dom "1" //set ex_points_kill_esd "1" //set ex_points_kill_hq "1" //set ex_points_kill_htf "15" //set ex_points_kill_lts "1" //set ex_points_kill_lib "1" //set ex_points_kill_ons "1" //set ex_points_kill_rbcnq "1" //set ex_points_kill_rbctf "1" //set ex_points_kill_sd "1" set ex_points_kill_tdm "15" //set ex_points_kill_tkoth "1" //set ex_points_kill_vip "1" //****************************************************************************** // Rewards: Optional Bonus Points. // For team kills (if enabled), you can turn reward points into extra punishment // Now supported by all game types, except HM (Hitman) and LMS (Last Man Standing) //****************************************************************************** // Extra points for melee kills // 0 = disabled (default) // 1 - 5 = extra point(s) set ex_reward_melee "5" // Extra points for headshot kills // 0 = disabled (default) // 1 - 5 = extra point(s) set ex_reward_headshot "5" // Extra points for kamikaze kills (per player killed) // Bonus does NOT count towards team score! // 0 = disabled (default) // 1 - 5 = extra point(s) //set ex_reward_kamikaze "0" // Extra points for defusing enemy landmine // Bonus does NOT count towards team score! // 0 = disabled (default) // 1 - 5 = extra point(s) //set ex_reward_defuse_landmine "0" // Extra points for defusing enemy tripwire // Bonus does NOT count towards team score! // 0 = disabled (default) // 1 - 5 = extra point(s) //set ex_reward_defuse_tripwire "0" // Extra points for killing spree. Points are multiplied by the spree level. // There are 6 levels (on 5, 10, 15, 20, 25 and 30 consecutive kills). Setting // this to "3" will give 3 on level 1, 6 on level 2, 9 on level 3, etc. // 0 = disabled (default) // 1 - 5 = extra point(s) //set ex_reward_killspree "0" // Accelerate killing spree rewards for each level by applying an exponent. // Formula: (level * ex_reward_killspree)^ex_reward_killspree_power // 1 = power of 1, so it will be disabled (default) // 2 - 5 = power of x //set ex_reward_killspree_power "1" // What to do in case of team kills // 0 = stock setting: deduct ex_points_kill points (default) // 1 = also include reward points: deduct ex_points_kill + reward points //set ex_reward_teamkill "0" //****************************************************************************** // Arcade Style HUD Score //****************************************************************************** // Will show a fading HUD element for points scored (player based). // 0 = disabled (default) // 1 = enabled set ex_arcade_score "1" // Arcade points scored HUD element color // You can use all fractions between 0.000 and 1.000 for red, green and blue // to mix up the exact color you want, like 0.123, 0.456 and 0.789. // Default 1,1,0 (yellow) //set ex_arcade_score_red "1" //set ex_arcade_score_green "1" //set ex_arcade_score_blue "0" //****************************************************************************** // Arcade Style HUD Images //****************************************************************************** // Arcade shaders // Will show an image instead of bold text for special achievements (headshot, // killing spree, multi-kill ladder, WMD and perks unlock). // INFO: this will automatically disable some WMD progress messages and replace // some obituary personal messages! // 1 = show spree shaders // 2 = show ladder shaders // 4 = show WMD shaders // 8 = show perk shaders // 16 = show extra shaders // --- + // ... = arcade shader level (default 31) //set ex_arcade_shaders "31" // Show individual shaders for perks, or just one saying "perk unlocked" // INFO: to prevent an image overflow, this is disabled automatically if perk // shaders, rank system and specials are enabled! // 0 = disabled (default) // 1 = enabled //set ex_arcade_shaders_perkall "0" // Max time in seconds an arcade shader will stay on screen // Killing spree events (green) // min = 1, max = 5 (default 2) //set ex_arcade_shaders_spree "2" // Quick kill ladder events (red) // min = 1, max = 5 (default 2) //set ex_arcade_shaders_ladder "2" // WMD, gunship and perks unlock events (blue) // min = 1, max = 5 (default 2) //set ex_arcade_shaders_perk "2" // Extra events, like humiliation, first blood and headshot (grey) // min = 1, max = 5 (default 2) //set ex_arcade_shaders_extra "2" //****************************************************************************** // Ready-up and Game Type Start Delay //****************************************************************************** // Simple mode: // This replaces the old GTSdelay feature (Game Type Start Delay) // It will wait for two players to spawn (any team), then restart the map. // Enhanced mode: // Wait for a minimum number of players to ready-up before starting the match. // A timer is provided as a fail-safe feature to prevent endless waiting. // There will be no damage, flags, radios or other objectives during ready-up! // WARNING: for all game types except LMS (Last Man Standing)! // // 0 = disabled (default) // 1 = enabled - simple mode // 2 = enabled - enhanced mode //set ex_readyup "0" //set ex_readyup_chq "2" //set ex_readyup_cnq "2" //set ex_readyup_ctf "2" //set ex_readyup_ctfb "2" //set ex_readyup_dom "2" //set ex_readyup_esd "2" //set ex_readyup_ft "2" //set ex_readyup_hq "2" //set ex_readyup_lib "2" //set ex_readyup_lts "2" //set ex_readyup_ons "2" //set ex_readyup_rbcnq "2" //set ex_readyup_rbctf "2" //set ex_readyup_sd "2" //set ex_readyup_tdm "2" //set ex_readyup_tkoth "2" //set ex_readyup_vip "2" // GTSDelay: time (in seconds) to wait before restarting the map in simple mode // min = 5, max = 120 (default 5) //set ex_readyup_gtsd "5" // Minimum number of players - not team based // Wait for specified number of players to ready-up. // min = 1, max = 64 (default 2) //set ex_readyup_min "2" // Minimum number of players - team based // Wait for specified number of players per team to ready-up. // min = 1, max = 64 (default 1) set ex_readyup_minteam "2" // Ready-up timer // Wait specified number of seconds for minimum number of players to ready-up. // When the timer runs out, the match is started regardless of ready-up // requirements. The match will start immediately if enough players are ready. // The timer will stop and reset if the number of players drops below 2. It // will start over when new players join and spawn. // 0 = disabled // 1 - 600 = number of seconds (default 60) //set ex_readyup_timer "60" // Timer start mode // Specify when to start the ready-up timer. // WARNING: this is enabled for team based matches only! // 0 = start if at least one player spawned, any team, ready or not (default) // 1 = start if at least one player per team spawned, ready or not // 2 = start if the minimum number of players per team spawned, ready or not. set ex_readyup_timermode "0" set ex_readyup_timermode_medium "1" set ex_readyup_timermode_large "2" // Ticket to spawn // Define what to do with players who did not ready-up in time. // WARNING: mode 2 will disable the grace period feature! // 0 = let them play (default) // 1 = move them to spectators, but let them join again if they want // 2 = move them to spectators, and do not allow them back in //set ex_readyup_ticketing "0" // Grace period // Specify the time you allow players to join the game. After the grace joining // time, players who wish to join will have to wait for the next round to start. // WARNING: this is enabled for round based matches only (does not include LMS)! // 0 = disabled (default) // 1 - 600 = number of seconds set ex_readyup_graceperiod "30" //****************************************************************************** // Additional Settings for Flag Based Game Types //****************************************************************************** // Voice-over on flag events // Add up the numbers for all levels you wish to have voice-over sound. // If you only want flag taken and flag captured sounds, you add up the numbers // 1 and 2, so you need to set 3. Minimum level is 0. Default level is 15 (all) // 0 = disabled // 1 = flag taken (at enemy base) // 2 = flag captured // 4 = flag returned (to home base) // 8 = flag dropped // --- + // ... = voice-over level // //set ex_flag_voiceover "15" // Drop flag at will (CTF, CTFB, HTF and RBCTF) // If enabled, flag carriers can drop their flag by holding the MELEE key and // pressing the USE key at the same time. After dropping the flag, the player // will not get flag pick-up points until the flag has been captured, returned // or picked up by the enemy (depending on game type) // 0 = disabled (default) // 1 = enabled set ex_flag_drop "1" // Retreat monitor (CTF, CTFB and RBCTF) // If enabled, players will be warned to retreat when their team has both flags, // either when own flag is on base and carrying enemy flag or when carrying both // flags. Warnings will be issued when in warning range, and only 3 times until // the flag status changes. // Use 1, 2, *or* 4 for on screen message only. Combine 1+8, 2+8 *or* 4+8 for on // screen message and sound. Add 16 to include warnings for the flag carrier(s). // If you want a top screen message, an audible warning, and a message for the // flag carrier, you add up the numbers 4, 8 and 16, so you need to set 28. // 0 = disabled (default) // 1 = show message above compass // 2 = show message center screen // 4 = show message top screen using a HUD element // 8 = audible warning // 16 = also warn flag carrier to bring in flag // --- + // ... = retreat level // //set ex_flag_retreat "0" // Play animation on flag base // 0 = disabled (default) // 1 = black // 2 = blue // 3 = gold // 4 = green // 5 = red // 6 = silver // 7 = yellow // // For CTF, CTFB, DOM, ONS and RBCTF //set ex_flagbase_anim_allies "0" //set ex_flagbase_anim_axis "0" // For DOM, ONS, HTF and IHTF //set ex_flagbase_anim_neutral "0" // Play flag base animation x inches above ground level // min = 0, max = 10 (default 2) //set ex_flagbase_anim_height "2" //****************************************************************************** // Best-of Mode //****************************************************************************** // End the map if the losing team has no chance to recover. // INFO: available for CTF, CTFB, DOM, ESD, FT, HTF, LIB, LTS, ONS, SD and VIP. // 0 = disabled (default) // 1 = enabled //set ex_bestof "0" //****************************************************************************** // Swap Teams //****************************************************************************** // In CTF, CTFB and TDM you can switch teams at halftime only (mode 2). // In the round based game types ESD, LTS, RBCNQ, RBCTF and SD you can either // switch teams every round (mode 1), or at halftime (mode 2) // WARNING: using mode 2 in round based game types makes the mod round off the // roundlimit to an even number to make sure that the teams will be swapped // exactly halfway. // 0 = disabled (default) // 1 = enabled - swap teams every round // 2 = enabled - swap teams halfway //set ex_swapteams "0" // HUD info time // min = 3, max = 10 (default 5) //set ex_swapteams_hudtime "5" //****************************************************************************** // Overtime for CTF, CTFB and TDM //****************************************************************************** // For flag based game types: first flag cap wins the match // 0 = disabled (default) // 1 - 30 = extra playing time in minutes //set ex_overtime "0" // Last team standing wins the match // Prevent players from respawning in overtime // 0 = disabled // 1 = enabled (default) //set ex_overtime_lastman "1" // Respawn teams before overtime begins // 0 = disabled (default) // 1 = enabled //set ex_overtime_resetteam "0" // HUD info time // min = 3, max = 10 (default 5) //set ex_overtime_hudtime "5" //****************************************************************************** // Kill Confirmed Mode //****************************************************************************** // Before points are given, kills have to be confirmed by collecting dog tags // from bodies. In DM style games, mode 1 will be enforced automatically. // INFO: supported for all game types, except FT, HM, LMS and LTS! // 0 = disabled (default) // 1 = enabled - only attacker can collect // 2 = enabled - attacker and his teammates can collect, points for attacker // 3 = enabled - attacker and his teammates can collect, points for collector //set ex_kc "0" // Require kill confirmation for these weapons // 0 = all weapons (including WMD, perks, nades, etc.) // 1 = all weapons, except gunship // 2 = all weapons, except gunship and snipers (default) // 3 = all main weapons (from weapon menus) // 4 = all main weapons, except snipers //set ex_kc_weapon "2" // Points distribution for confirmed kill // 0 = regular and reward points on collect (default) // 1 = reward points on kill, regular points on collect // 2 = regular points on kill, reward points on collect // 3 = regular and reward points on kill, bonus points on collect //set ex_kc_pdistr "0" // Bonus for confirmed kill (requires ex_kc_pdistr set to bonus mode) // min = 1, max = 999 (default 1) //set ex_kc_confirmed_bonus "1" // Kill denied (pick-up by victim to avoid points given to enemy) // In DM style games, mode 3 will be converted to mode 1, and mode 4 and 5 will // be converted to mode 2 automatically. // INFO: In kill denied bonus modes (2, 4 and 5) the Tactical Insertion perk // will be disabled automatically! // 0 = disabled // 1 = enabled - only victim can collect, no points // 2 = enabled - only victim can collect, bonus points // 3 = enabled - victim and teammates can collect, no points // 4 = enabled - victim and teammates can collect, bonus points if victim (default) // 5 = enabled - victim and teammates can collect, bonus points //set ex_kc_denied "4" // Bonus for denied kill (requires ex_kc_denied set to bonus mode) // min = 1, max = 999 (default 1) //set ex_kc_denied_bonus "1" // Time in seconds before dog tags are removed automatically // min = 10, max = 120 (default 30) //set ex_kc_timeout "30" // Confirmed: sound and messages // INFO: levels indicated with * are included in default // 0 = disabled // 1 = sound on attacker* // 2 = HUD message on attacker (KILL CONFIRMED)* // 4 = message on attacker* // 8 = HUD message on victim (DEATH CONFIRMED) // 16 = message on victim (Your death has been confirmed)* // --- + // ... = info level (default 23) //set ex_kc_confirm_msg "23" // Denied: sound and messages // INFO: levels indicated with * are included in default // 0 = disabled // 1 = sound on collector* // 2 = HUD message on victim (KILL DENIED)* // 4 = message on victim* // 8 = HUD message on attacker (YOUR KILL HAS BEEN DENIED) // 16 = message on attacker (Your kill has been denied)* // --- + // ... = info level (default 23) //set ex_kc_denied_msg "23" // Dog tags color for DM style game types (same color for all players) // 0 = blue (default) // 1 = brass // 2 = gold // 3 = green // 4 = red // 5 = silver //set ex_kc_color_dm "0" // Dog tags color for axis in team based game types // 0 = blue // 1 = brass // 2 = gold (default) // 3 = green // 4 = red // 5 = silver //set ex_kc_color_axis "2" // Dog tags color for allies in team based game types // 0 = blue // 1 = brass // 2 = gold // 3 = green // 4 = red (default) // 5 = silver //set ex_kc_color_allies "4" //****************************************************************************** // Team Deathmatch (tdm) //****************************************************************************** // Time limit // min = 0, max = 1440 (default 30) set scr_tdm_timelimit "15" set scr_tdm_timelimit_mp_cloa "20" set scr_tdm_timelimit_mp_psycho3 "10" set scr_tdm_timelimit_mhz_bridges_day_f "10" set scr_tdm_timelimit_mp_ambush "10" // Score limit // min = 0, max = 99999 (default 100) set scr_tdm_scorelimit "0" //****************************************************************************** // Deathmatch (dm) //****************************************************************************** // Time limit // min = 0, max = 1440 (default 30) set scr_dm_timelimit "15" // Score limit // min = 0, max = 99999 (default 100) set scr_dm_scorelimit "10000" //****************************************************************************** // Team King of the Hill (tkoth) // Zones can be set in maps\mp\gametypes\_mapsetup_tkoth.gsc //****************************************************************************** // Time limit // min = 0, max = 1440 (default 30) set scr_tkoth_timelimit "20" // Score limit // min = 0, max = 99999 (default 100) set scr_tkoth_scorelimit "100" // Zone time limit // min = 1, max = 15 (default 5) //set scr_tkoth_zonetimelimit "5" // Points for capturing the zone // min = 1, max = 100 (default 1) //set ex_tkothpoints_capture "1" // Points for taking over the zone // min = 1, max = 100 (default 2) //set ex_tkothpoints_takeover "2" // Points for holding the zone max time // min = 1, max = 100 (default 10) //set ex_tkothpoints_holdmax "10" //****************************************************************************** // Hitman (hm) //****************************************************************************** // Time limit // min = 0, max = 1440 (default 30) set scr_hm_timelimit "15" // Score limit // min = 0, max = 99999 (default 100) set scr_hm_scorelimit "200" // Show location of Commander on compass // 0 = disabled, 1 = enabled (default 1) //set scr_hm_showcommander "1" // Delay time until Commander gets displayed on compass // min = 0, max = 10 (default 5) //set scr_hm_tposuptime "5" // Delay respawn for Hitman if killed by another Hitman // min = 0, max = 10 (default 5) //set scr_hm_penaltytime "5" // Points for Commander killing Hitman // min = 0, max = 999 (default 5) //set ex_hmpoints_cmd_hitman "5" // Points for Guard killing Hitman // min = 0, max = 999 (default 3) //set ex_hmpoints_guard_hitman "3" // Points for Hitman killing Commander // min = 0, max = 999 (default 10) //set ex_hmpoints_hitman_cmd "10" // Points for Hitman killing Guard // min = 0, max = 999 (default 1) //set ex_hmpoints_hitman_guard "1" // Points for Hitman killing another Hitman // min = 0, max = 999 (default 2) //set ex_hmpoints_hitman_hitman "2" //****************************************************************************** // Liberation (lib) // Jails lock during last minute of round and team with most free players wins. //****************************************************************************** // Time limit // min = 0, max = 1440 (default 30) (set to 0 to use round limit exclusively) set scr_lib_timelimit "0" // Score limit // min = 0, max = 99999 (default 100) set scr_lib_scorelimit "5" // Round limit // min = 0, max = 99 (default 5) (set to 0 to use time limit exclusively) set scr_lib_roundlimit "5" // Round length // min = 1, max = 1440 (default 5) set scr_lib_roundlength "5" //****************************************************************************** // Last Man Standing (lms) //****************************************************************************** // Time limit // min = 0, max = 1440 (default 30) set scr_lms_timelimit "15" // Score limit // min = 0, max = 99999 (default 100) set scr_lms_scorelimit "3" // Minimum players before match will start // min = 3, max = 64 (default 3) //set scr_lms_minplayers "3" // Period in seconds that players are allowed to join // min = 1, max = 120 (default 30) //set scr_lms_joinperiod "30" // Time for the Kill-O-Meter in seconds // min = 30, max = 1200 (default 120) //set scr_lms_killometer "120" // Time for the Duel period in seconds (default 60) // min = 30, max = 300 (default 60) //set scr_lms_duelperiod "60" // Kill the winner when the duel has ended // 0 = disabled, 1 = enabled (default 0) //set scr_lms_killwinner "0" //****************************************************************************** // Last Team Standing (lts) //****************************************************************************** // Time limit // min = 0, max = 1440 (default 30) (set to 0 to use round limit exclusively) set scr_lts_timelimit "0" // Score limit // min = 0, max = 99999 (default 100) set scr_lts_scorelimit "5" // Round limit // min = 0, max = 99 (default 5) (set to 0 to use time limit exclusively) //set scr_lts_roundlimit "5" // Round length // min = 1, max = 1440 (default 5) //set scr_lts_roundlength "5" //****************************************************************************** // Domination (dom) //****************************************************************************** // Time limit // min = 0, max = 1440 (default 30) (set to 0 to use round limit exclusively) set scr_dom_timelimit "0" // Score limit // min = 0, max = 99999 (default 100) set scr_dom_scorelimit "5" // Round limit // min = 0, max = 99 (default 5) (set to 0 to use time limit exclusively) //set scr_dom_roundlimit "5" // Round length // min = 1, max = 1440 (default 5) //set scr_dom_roundlength "5" // Number of flags // min = 1, max = 9 (default 3) //set scr_dom_flagsnumber "3" // Minimum distance between flags // min = 250, max = 5000 (default 1000) //set scr_dom_spawndistance "1000" // Time before flag is considered captured // min = 1, max = 30 (default 10) //set scr_dom_flagcapturetime "10" // Points for capturing flag // min = 1, max = 999 (default 5) //set scr_dom_pointscaptureflag "5" // Cool down time // min = 1, max = 30 (default 5) //set scr_dom_cooldowntime "5" // Dynamically move flags after timeout has elapsed // min = 0, max = 1440 (default 120) //set scr_dom_flagtimeout "120" // Show flag waypoints // 0 = disabled, 1 = enabled (default 0) //set scr_dom_showflagwaypoints "0" // Set up static flag points (= flags not on spawnpoints) // WARNING: Out of the box only available on stock maps! // You can add static flags to maps\mp\gametypes\_mapsetup_dom_ons.gsc // 0 = disabled, 1 = enabled (default 1) //set scr_dom_static_flags "1" //****************************************************************************** // Onslaught (ons) // IMPORTANT: Onslaught has been made with DOM + static flags in view and has // not been tested extensively with dynamic flags, and has not been tested at // all with the flag timeout feature set. Test before going public! //****************************************************************************** // Time limit // min = 0, max = 1440 (default 30) (set to 0 to use round limit exclusively) set scr_ons_timelimit "0" // Score limit // min = 0, max = 99999 (default 100) set scr_ons_scorelimit "5" // Round limit // min = 0, max = 99 (default 5) (set to 0 to use time limit exclusively) set scr_ons_roundlimit "5" // Round length // min = 1, max = 1440 (default 5) set scr_ons_roundlength "5" // Number of flags // min = 1, max = 9 (default 3) //set scr_ons_flagsnumber "3" // Minimum distance between flags // min = 250, max = 5000 (default 1000) //set scr_ons_spawndistance "1000" // Time before flag is considered captured // min = 1, max = 30 (default 10) //set scr_ons_flagcapturetime "10" // Points for capturing flag // min = 1, max = 999 (default 5) //set scr_ons_pointscaptureflag "5" // Cool down time // min = 1, max = 30 (default 5) //set scr_ons_cooldowntime "5" // Dynamically move flags after timeout has elapsed // min = 0, max = 1440 (default 120) //set scr_ons_flagtimeout "120" // Show flag waypoints // 0 = disabled, 1 = enabled (default 0) //set scr_ons_showflagwaypoints "0" // Set up static flag points (= flags not on spawnpoints) // WARNING: Out of the box only available on stock maps! // You can add static flags to maps\mp\gametypes\_mapsetup_dom_ons.gsc // 0 = disabled, 1 = enabled (default 1) //set scr_ons_static_flags "1" //****************************************************************************** // Conquest (cnq) //****************************************************************************** // Time limit // min = 0, max = 1440 (default 30) set scr_cnq_timelimit "15" // Score limit // min = 0, max = 99999 (default 100) set scr_cnq_scorelimit "100" // Initial team spawn // 1 = apart, 3 = both in the middle (default 1) //set scr_cnq_initialobjective "1" // Player spawn method // "default" (near team) or "random" (anywhere) //set scr_cnq_spawnmethod "default" // Points awarded to team for achieving objective // min = 0, max = 999 (default 10) //set scr_cnq_team_objective_points "10" // Points awarded to team for achieving bonus objective // min = 0, max = 999 (default 15) //set scr_cnq_team_bonus_points "15" // Points awarded to player for achieving objective // min = 0, max = 999 (default 10) //set scr_cnq_player_objective_points "10" // Points awarded to player for achieving bonus objective // min = 0, max = 999 (default 15) //set scr_cnq_player_bonus_points "15" // Campaign mode // 0 = disabled, 1 = enabled (default 1) //set scr_cnq_campaign "1" // Show objectives on HUD // 0 = disabled, 1 = enabled (default 1) //set scr_cnq_showobj_hud "1" //****************************************************************************** // Round-Based Conquest (rbcnq) //****************************************************************************** // Time limit // min = 0, max = 1440 (default 30) (set to 0 to use round limit exclusively) set scr_rbcnq_timelimit "0" // Score limit // min = 0, max = 99999 (default 100) set scr_rbcnq_scorelimit "100" // Round limit // min = 0, max = 99 (default 5) (set to 0 to use time limit exclusively) set scr_rbcnq_roundlimit "3" // Round length // min = 0, max = 1440 (default 5) set scr_rbcnq_roundlength "5" // Initial team spawn // 1 = apart, 3 = both in the middle (default 1) //set scr_rbcnq_initialobjective "1" // Player spawn method // "default" (near team) or "random" (anywhere) //set scr_rbcnq_spawnmethod "default" // Points awarded to team for achieving objective // min = 0, max = 999 (default 10) //set scr_rbcnq_team_objective_points "10" // Points awarded to team for achieving bonus objective // min = 0, max = 999 (default 15) //set scr_rbcnq_team_bonus_points "15" // Points awarded to player for achieving objective // min = 0, max = 999 (default 10) //set scr_rbcnq_player_objective_points "10" // Points awarded to player for achieving bonus objective // min = 0, max = 999 (default 15) //set scr_rbcnq_player_bonus_points "15" // Points awarded to player for winning round // min = 0, max = 999 (default 15) //set scr_rbcnq_roundwin_points "15" // Campaign mode // 0 = disabled, 1 = enabled (default 1) //set scr_rbcnq_campaign "1" // Swap round winner (campaign mode per round) // 0 = disabled, 1 = enabled (default 1) //set scr_rbcnq_swap_roundwinner "1" // Show objectives on HUD // 0 = disabled, 1 = enabled (default 1) //set scr_rbcnq_showobj_hud "1" // Spawn tickets (number of lives for each player) // min = 0, max = 999 (default 10) //set scr_rbcnq_spawntickets "10" // Time to capture objective // min = 0, max = 10 (default 5) //set scr_rbcnq_captime "5" // Reset score every round // 0 = disabled, 1 = enabled (default 0) //set scr_rbcnq_round_reset_scores "0" //****************************************************************************** // Search and Destroy (sd) //****************************************************************************** // Time limit // min = 0, max = 1440 (default 30) (set to 0 to use round limit exclusively) set scr_sd_timelimit "0" // Score limit // min = 0, max = 99999 (default 100) set scr_sd_scorelimit "5" // Round limit // min = 0, max = 99 (default 5) (set to 0 to use time limit exclusively) set scr_sd_roundlimit "5" // Round length // min = 0, max = 1440 (default 5) set scr_sd_roundlength "4" // Time in seconds to plant the bomb // min = 1, max = 60 (default 5) //set scr_sd_planttime "5" // Time in seconds to defuse the bomb // min = 1, max = 60 (default 10) //set scr_sd_defusetime "10" // Time it takes in seconds for the bomb to explode // min = 30, max = 120 (default 60) //set scr_sd_bombtimer "60" // Points awarded to player for planting bomb // min = 0, max = 999 (default 5) //set ex_sdpoints_plant "5" // Points awarded to player for defusing bomb // min = 0, max = 999 (default 10) //set ex_sdpoints_defuse "10" //****************************************************************************** // Enhanced Search and Destroy (esd) // ESD Modes: // 0 = 1 active bomb site at a time (standard SD). Attackers win when the bomb // explodes, defenders win if they defuse the bomb // 1 = 2 active bomb sites. Attackers win when the first bomb explodes, defused // bomb removes the objective // 2 = 2 active bomb sites. Attackers have to explode both bombs to win, // defenders win if they defuse a bomb (default) // 3 = 2 active bomb sites. Attackers win when the first bomb explodes, defused // bomb restores the objective // 4 = 2 active bomb sites. Attackers have to explode both bombs to win, defused // bomb restores the objective //****************************************************************************** // Time limit // min = 0, max = 1440 (default 30) (set to 0 to use round limit exclusively) set scr_esd_timelimit "0" // Score limit // min = 0, max = 99999 (default 100) set scr_esd_scorelimit "5" // Round limit // min = 0, max = 99 (default 5) (set to 0 to use time limit exclusively) set scr_esd_roundlimit "5" // Round length // min = 0, max = 1440 (default 5) set scr_esd_roundlength "4" // ESD mode (see description above) // min = 0, max = 4 (default 2) //set scr_esd_mode "2" // Time in seconds to plant the bomb // min = 1, max = 60 (default 5) //set scr_esd_planttime "5" // Time in seconds to defuse the bomb // min = 1, max = 60 (default 10) //set scr_esd_defusetime "10" // Time it takes in seconds for the bomb to explode // min = 30, max = 120 (default 60) //set scr_esd_bombtimer "60" // Points awarded to player for planting bomb // min = 0, max = 999 (default 5) //set scr_esd_plantscore "5" // Points awarded to player for defusing bomb // min = 0, max = 999 (default 10) //set scr_esd_defusescore "5" // Points awarded to player for winning round // min = 0, max = 999 (default 5) //set scr_esd_roundwin_points "5" // Campaign mode (last roundwinner becomes attackers next map) // 0 = disabled, 1 = enabled (default 1) //set scr_esd_campaign "1" // Swap round winner (campaign mode per round) // 0 = disabled, 1 = enabled (default 1) //set scr_esd_swap_roundwinner "1" // Spawn tickets (number of lives for each player) // min = 0, max = 999 (default 10) //set scr_esd_spawntickets "10" //****************************************************************************** // Headquarters (hq) //****************************************************************************** // Time limit // min = 0, max = 1440 (default 30) set scr_hq_timelimit "15" // Score limit // min = 0, max = 99999 (default 100) set scr_hq_scorelimit "5000" // Delay in seconds until radio spawns // min = 0, max = 240 (default 45) //set ex_hq_radio_spawntime "45" // Radius in feet around bomb to trigger capture or neutralization // min = 1, max = 12 (default 10) //set ex_hq_radio_radius "10" // Height in feet radius around bomb to trigger capture or neutralization // min = 1, max = 12 (default 6) //set ex_hq_radio_zradius "6" // Time to hold radio // min = 60, max = 1440 (default 120) //set ex_hq_radio_holdtime "120" // Points awarded to team for capturing an HQ // min = 0, max = 999 (default 0) //set ex_hqpoints_teamcap "0" // Points awarded to team for neutralizing an HQ // min = 0, max = 999 (default 10) //set ex_hqpoints_teamneut "10" // Points awarded to player for capturing an HQ // min = 0, max = 999 (default 2) //set ex_hqpoints_playercap "2" // Points awarded to player for neutralizing an HQ // min = 0, max = 999 (default 2) //set ex_hqpoints_playerneut "2" // Points awarded to team while defending the HQ (per second) // min = 0, max = 999 (default 1) //set ex_hqpoints_defpps "1" // Radius in feet around bomb to get awarded points // min = 0, max = 200 (default 40) //set ex_hqpoints_radius "40" // Add radio spawnpoints by executing maps\mp\gametypes\_mapsetup_chq_hq.gsc // 0 = disabled, 1 = enabled (default 1) //set ex_hq_custom_radios "1" // Show objectives on compass as a visual aid (makes it easier to learn HQ) // 0 = disabled, 1 = enabled (default 0) //set ex_hq_radio_compass "0" //****************************************************************************** // Classic Headquarters (chq) //****************************************************************************** // Time limit // min = 0, max = 1440 (default 30) set scr_chq_timelimit "15" // Score limit // min = 0, max = 99999 (default 100) set scr_chq_scorelimit "5000" // Delay in seconds until radio spawns // min = 0, max = 240 (default 45) //set ex_chq_radio_spawntime "45" // Radius in feet around bomb to trigger capture or neutralization // min = 1, max = 12 (default 10) //set ex_chq_radio_radius "10" // Height in feet radius around bomb to trigger capture or neutralization // min = 1, max = 12 (default 6) //set ex_chq_radio_zradius "6" // Time to hold radio // min = 60, max = 1440 (default 120) //set ex_chq_radio_holdtime "120" // Points awarded to team for capturing an HQ // min = 0, max = 999 (default 0) //set ex_chqpoints_teamcap "0" // Points awarded to team for neutralizing an HQ // min = 0, max = 999 (default 10) //set ex_chqpoints_teamneut "10" // Points awarded to player for capturing an HQ // min = 0, max = 999 (default 2) //set ex_chqpoints_playercap "2" // Points awarded to player for neutralizing an HQ // min = 0, max = 999 (default 2) //set ex_chqpoints_playerneut "2" // Points awarded to team while defending the HQ (per second) // min = 0, max = 999 (default 1) //set ex_chqpoints_defpps "1" // Radius in feet around bomb to get awarded points // min = 0, max = 200 (default 40) //set ex_chqpoints_radius "40" // Add radio spawnpoints by executing maps\mp\gametypes\_mapsetup_chq_hq.gsc // 0 = disabled, 1 = enabled (default 1) //set ex_chq_custom_radios "1" // Show objectives on compass as a visual aid (makes it easier to learn HQ) // 0 = disabled, 1 = enabled (default 0) //set ex_chq_radio_compass "0" //****************************************************************************** // Capture the Flag (ctf) //****************************************************************************** // Time limit // min = 0, max = 1440 (default 30) set scr_ctf_timelimit "20" // Score limit // min = 0, max = 99999 (default 100) set scr_ctf_scorelimit "100" // Points awarded to player for capturing enemy flag // min = 0, max = 999 (default 10) //set ex_ctfpoints_playercf "25" // Points awarded to player for returning own flag // min = 0, max = 999 (default 2) set ex_ctfpoints_playerrf "20" // Points awarded to player for stealing enemy flag (on base) // min = 0, max = 999 (default 2) set ex_ctfpoints_playersf "25" // Points awarded to player for picking up enemy flag (off base) // min = 0, max = 999 (default 1) set ex_ctfpoints_playertf "20" // Points awarded to player for killing flag carrier // min = 0, max = 999 (default 1) set ex_ctfpoints_playerkf "15" // Delay before auto-returning a dropped flag to its base, in seconds // min = 0, max = 1440 (default 120) //set scr_ctf_flagautoreturndelay "120" //****************************************************************************** // Capture the Flag back (ctfb) //****************************************************************************** // Time limit // min = 0, max = 1440 (default 30) set scr_ctfb_timelimit "20" // Score limit // min = 0, max = 99999 (default 100) set scr_ctfb_scorelimit "100" // Points awarded to player for capturing enemy flag // min = 0, max = 999 (default 10) //set ex_ctfbpoints_playercf "10" // Points awarded to player for returning own flag // min = 0, max = 999 (default 5) //set ex_ctfbpoints_playerrf "5" // Points awarded to player for stealing enemy flag (on base) // min = 0, max = 999 (default 2) //set ex_ctfbpoints_playersf "2" // Points awarded to player for picking up own flag (off base) // min = 0, max = 999 (default 1) //set ex_ctfbpoints_playerpf "1" // Points awarded to player for picking up enemy flag (off base) // min = 0, max = 999 (default 1) //set ex_ctfbpoints_playertf "1" // Points awarded to player for killing flag carrier (own flag) // min = 0, max = 999 (default 1) //set ex_ctfbpoints_playerkfo "1" // Points awarded to player for killing flag carrier (enemy flag) // min = 0, max = 999 (default 1) //set ex_ctfbpoints_playerkfe "1" // Points awarded to player for defending flag // min = 0, max = 999 (default 1) //set ex_ctfbpoints_defend "1" // Points awarded to player for assisting flag carrier // min = 0, max = 999 (default 1) //set ex_ctfbpoints_assist "1" // Radius in cod units to flag to consider a kill as protection // min = 0, max = 5000 (default 1000) //set scr_ctfb_flagprotectiondistance "1000" // Show enemy the own flag // 0 = disabled, 1 = enabled (default 0) //set scr_ctfb_show_enemy_own_flag "0" // Delay before showing enemy the own flag, in seconds (default 60) // min = 10, max = 1440 (default 60) //set scr_ctfb_show_enemy_own_flag_after_sec "60" // Duration of showing enemy the own flag, in seconds (default 60) // min = 10, max = 1440 (default 60) //set scr_ctfb_show_enemy_own_flag_time "60" // Use random positions from DM spawn points for the flag // 0 = disabled, 1 = enabled (default 0) //set scr_ctfb_random_flag_position "0" // Delay before auto-returning a dropped flag to its base, in seconds // min = 0, max = 1440 (default 120) //set scr_ctfb_flagautoreturndelay "120" //****************************************************************************** // Round-Based Capture the Flag (rbctf) //****************************************************************************** // Time limit // min = 0, max = 1440 (default 30) (set to 0 to use round limit exclusively) set scr_rbctf_timelimit "0" // Score limit // min = 0, max = 99999 (default 100) set scr_rbctf_scorelimit "20" // Round limit // min = 0, max = 99 (default 5) (set to 0 to use time limit exclusively) set scr_rbctf_roundlimit "5" // Round length // min = 0, max = 1440 (default 5) set scr_rbctf_roundlength "3" // Points awarded to player for winning round // min = 1, max = 999 (default 5) //set ex_rbctfpoints_roundwin "5" // Points awarded to player for capturing enemy flag // min = 0, max = 999 (default 10) //set ex_rbctfpoints_playercf "10" // Points awarded to player for returning own flag // min = 0, max = 999 (default 5) //set ex_rbctfpoints_playerrf "5" // Points awarded to player for stealing enemy flag (on base) // min = 0, max = 999 (default 2) //set ex_rbctfpoints_playersf "2" // Points awarded to player for picking up enemy flag (off base) // min = 0, max = 999 (default 1) //set ex_rbctfpoints_playertf "1" // Points awarded to player for killing flag carrier // min = 0, max = 999 (default 1) //set ex_rbctfpoints_playerkf "1" // Spawn tickets (number of lives for each player) // min = 0, max = 999 (default 10) //set scr_rbctf_spawntickets "10" // Show objectives on HUD // 0 = disabled, 1 = enabled (default 1) //set scr_rbctf_showobj_hud "1" // Delay before auto-returning a dropped flag to its base, in seconds // min = 0, max = 1440 (default 60) //set scr_rbctf_returndelay "60" //****************************************************************************** // Hold the Flag (htf) // HTF Modes: // 0 = hold time is kept no matter which team currently has the flag (default) // 1 = enemy hold time is decreased to zero before own hold time is increased // 2 = enemy hold time is zeroed as the flag is stolen // 3 = enemy hold time is zeroed as your team score //****************************************************************************** // Time limit // min = 0, max = 1440 (default 30) set scr_htf_timelimit "20" // Score limit // min = 0, max = 99999 (default 100) set scr_htf_scorelimit "5" // HTF mode (see description above) // min = 0, max = 3 (default 0) //set scr_htf_mode "0" // Also show team scores the traditional way // 0 = disabled, 1 = enabled (default 0) //set scr_htf_teamscore "0" // Time in seconds before the (next) flag spawns // min = 0, max = 120 (default 15) //set scr_htf_flagspawndelay "15" // Remove the spawnpoint that is used as the flag spawn // 0 = disabled, 1 = enabled (default 1) //set scr_htf_removeflagspawns "1" // Time in seconds required to hold the flag before scoring // min = 10, max = 300 (default 90) //set scr_htf_flagholdtime "90" // Points awarded to player for killing flag carrier // min = 0, max = 999 (default 1) //set scr_htf_pointsforkillingflagcarrier "1" // Points awarded to player for stealing the flag // min = 0, max = 999 (default 1) //set scr_htf_pointsforstealingflag "1" // Delay before auto-returning a dropped flag to its base, in seconds // min = 0, max = 1440 (default 60) //set scr_htf_flagrecovertime "60" //****************************************************************************** // Individual Hold the Flag (ihtf) //****************************************************************************** // Time limit // min = 0, max = 1440 (default 30) set scr_ihtf_timelimit "15" // Score limit // min = 0, max = 99999 (default 100) set scr_ihtf_scorelimit "50" // Time before the flag respawns, in seconds // min = 0, max = 120 (default 15) //set scr_ihtf_flagspawndelay "15" // Time required to hold the flag before scoring, in seconds // min = 10, max = 1440 (default 10) //set scr_ihtf_flagholdtime "10" // Max time in seconds a player can hold the flag before spawning a new one // min = 10, max = 1440 (default 120) //set scr_ihtf_flagmaxholdtime "120" // Time out for stealing flag (on base) before it respawns elsewhere, in seconds // min = 10, max = 300 (default 60) //set scr_ihtf_flagtimeout "60" // Points awarded to player for holding the flag // min = 0, max = 999 (default 2) //set scr_ihtf_pointsforholdingflag "2" // Points awarded to player for stealing the flag // min = 0, max = 999 (default 1) //set scr_ihtf_pointsforstealingflag "1" // Points awarded to player for killing other players // min = 0, max = 999 (default 0) //set scr_ihtf_pointsforkillingplayers "0" // Points awarded to player for killing flag carrier // min = 0, max = 999 (default 1) //set scr_ihtf_pointsforkillingflagcarrier "1" // Use random flag spawns for every flag spawn, except the first one // 0 = disabled, 1 = enabled (default 1) //set scr_ihtf_randomflagspawns "1" // Minimum distance a player must spawn from the flag, in COD units // min = 0, max = 5000 (default 1000) //set scr_ithf_spawndistance "1000" // Player spawn points creation mode (default "dm tdm") // String containing a combination of possibles values, separated by spaces: // dm : DM player spawn points // tdm : TDM player spawn points // ctfp : CTF player spawn points // ctff : CTF flag points // sdp : SD player spawn points // sdb : SD bomb zones // hq : HQ radio points //set scr_ihtf_playerspawnpointsmode "dm tdm" // Flag spawn points creation mode (default "dm ctff sdb hq") // String containing a combination of possibles values, separated by spaces: // dm : DM player spawn points // tdm : TDM player spawn points // ctfp : CTF player spawn points // ctff : CTF flag points // sdp : SD player spawn points // sdb : SD bomb zones // hq : HQ radio points //set scr_ihtf_flagspawnpointsmode "dm ctff sdb hq" // Delay before auto-returning a dropped flag to its base, in seconds // min = 0, max = 1440 (default 60) //set scr_ihtf_flagrecovertime "60" //****************************************************************************** // Very Important Person (vip) //****************************************************************************** // Time limit // min = 0, max = 1440 (default 30) set scr_vip_timelimit "30" // Score limit // min = 0, max = 99999 (default 100) set scr_vip_scorelimit "20" // Delay for selecting a new VIP, in seconds // min = 0, max = 300 (default 5) //set scr_vip_vipdelay "5" // VIP visibility on compass by teammates // 0 = disabled, 1 = enabled (default 1) //set scr_vip_vipvisiblebyteammates "1" // VIP visibility on compass by enemies // 0 = disabled, 1 = enabled (default 1) //set scr_vip_vipvisiblebyenemies "1" // Points awarded to player for killing enemy VIP // min = 0, max = 999 (default 5) //set scr_vip_pointsforkillingvip "5" // Points awarded to player for protecting own VIP // min = 0, max = 999 (default 3) //set scr_vip_pointsforprotectingvip "3" // Points awarded to VIP for staying alive a cycle // min = 0, max = 999 (default 2) //set scr_vip_vippoints "2" // Cyclic delay after which a VIP scores points for staying alive, in minutes // min = 0, max = 999 (default 3) //set scr_vip_vippoints_cycle "3" // Radius in cod units to VIP to consider a kill as protection // min = 0, max = 5000 (default 1000) //set scr_vip_vipprotectiondistance "1000" // Time frame in which a kill is considered as protection, in seconds // Based on time passed since the killed player did his last damage to the VIP // min = 0, max = 120 (default 15) //set scr_vip_vipprotectiontime "15" // VIP pistol enabled // If disabled, the VIP will be able to use normal weapons // 0 = disabled, 1 = enabled (default 1) //set scr_vip_vippistol "1" // VIP frag grenades // If disabled, the standard number of frag grenades will be used // min = 0, max = 9 (default 0) //set scr_vip_vipfragnades "0" // VIP smoke grenades // If disabled, the standard smoke grenades will be used // min = 0, max = 9 (default 3) //set scr_vip_vipsmokenades "3" // VIP smoke radius = distance max to be invisible on compass, in COD units // Stick to a value close to the default or the visual effect won't match! // min = 0, max = 5000 (default 380) //set scr_vip_vipsmokeradius "380" // VIP smoke duration = duration of compass visibility, in seconds // Stick to a value close to the default or the visual effect won't match! // min = 0, max = 600 (default 70) //set scr_vip_vipsmokeduration "70" // VIP health, in percent of standard health // min = 0, max = 1000 (default 150) //set scr_vip_viphealth "150" // Special binoculars enabled // 0 = disabled, 1 = enabled (default 1) //set scr_vip_binoculars "1" //****************************************************************************** // FreezeTag (ft) // FT will override the following settings automatically: // - If ray gun is enabled, turn on sidearms // - Disable weapon drop on hand hit when weapon steal mode is enabled // - Disable weapon drop on arm hit when weapon steal mode is enabled // - Disable weapon drop on fall when weapon steal mode is enabled // - Disable weapon drop on kill when it is set to drop primary only and weapon // steal mode is enabled // - Change weapon drop on kill to secondary only, when it is set to drop // primary and secondary and weapon steal mode is enabled // - Disable gunship (to prevent in-the-air freezes) // - Disable turrets // - Disable obituary messages // - Disable parachutes if parachute protection is disabled, or set parachute // protection to 1 (protected and weapons disabled) if parachute protection // is set to 2 initially. //****************************************************************************** // Time limit // min = 0, max = 1440 (default 30) (set to 0 to use round limit exclusively) set scr_ft_timelimit "0" // Score limit // min = 0, max = 99999 (default 100) set scr_ft_scorelimit "5" // Round limit // min = 0, max = 99 (default 5) (set to 0 to use time limit exclusively) set scr_ft_roundlimit "5" // Round length // min = 0, max = 1440 (default 5) set scr_ft_roundlength "5" // Set cool-down time in between rounds (to allow weapon changes) // min = 5, max = 60 (default 5) //set scr_ft_roundend_delay "5" // Set max times a person can be frozen per round // min = 1, max = 999 (default 999) //set scr_ft_maxfreeze "999" // Unfreeze mode // Mode 0 (disabled) will keep the players frozen until they are unfrozen by // teammates, or until time or score limit is reached. // Mode 1 will move frozen players to spectators if they are still frozen after // the set amount of seconds (shorter rounds, but longer waits). // Mode 2 will unfreeze players automatically after the set amount of seconds // (longer rounds, but shorter waits). // 0 = disabled // 1 = enabled - player to spectators // 2 = enabled - player unfreeze (default) //set scr_ft_unfreeze_mode "2" // Depending on the mode, this defines the window of opportunity to unfreeze a // frozen teammate (mode 1), or it defines the time it takes before a player // is automatically unfrozen (mode 2) // min = 10, max = 300 (default 60) //set scr_ft_unfreeze_mode_window "60" // Allow or disallow close proximity unfreezing // 0 = disabled, 1 = enabled (default 1) //set scr_ft_unfreeze_prox "1" // Set the time it takes to unfreeze someone in proximity mode, in seconds // min = 1, max = 10 (default 3) //set scr_ft_unfreeze_prox_time "3" // Set the maximum distance to unfreeze someone in proximity mode, in cod units // min = 100, max = 500 (default 100) //set scr_ft_unfreeze_prox_dist "100" // Allow or disallow laservision unfreezing (binoculars) // 0 = disabled, 1 = enabled (default 1) //set scr_ft_unfreeze_laser "1" // Set the time it takes to unfreeze someone in laser mode, in seconds // min = 1, max = 10 (default 3) //set scr_ft_unfreeze_laser_time "3" // Set the maximum distance to unfreeze someone in laser mode, in cod units // min = 100, max = 9999 (default 5000) //set scr_ft_unfreeze_laser_dist "5000" // Respawn player at another location after being unfrozen // 0 = disabled, 1 = enabled (default 1) //set scr_ft_unfreeze_respawn "1" // Set mode for ray gun weapon (ray gun will replace pistols) // 0 = disabled // 1 = enabled, for unfreezing only // 2 = enabled, for freezing only // 3 = enabled, for freezing and unfreezing (default) //set scr_ft_raygun "3" // Allow or disallow frozen players to switch teams during the round // Obviously, they will respawn frozen. Changing teams is NOT possible if the // player has reached the max freeze limit set by scr_ft_maxfreeze! // 0 = disabled, 1 = enabled (default 1) //set scr_ft_teamchange "1" // Allow or disallow frozen players to change weapons during the round // Set scr_ft_roundend_delay to allow time for weapon changes in between rounds // 0 = disabled, 1 = enabled (default 0) //set scr_ft_weaponchange "0" // Allow or disallow players to exchange weapon with frozen enemies // 0 = disabled, 1 = enabled (default 0) //set scr_ft_weaponsteal "0" // Set number of frag nades allowed to steal // WARNING: ft_weaponsteal must be enabled // min = 0, max = 9 (default 1) //set scr_ft_weaponsteal_frag "1" // Set number of smoke nades allowed to steal // WARNING: ft_weaponsteal must be enabled // min = 0, max = 9 (default 0) //set scr_ft_weaponsteal_smoke "0" // Allow or disallow to keep stolen weapons after round ends // WARNING: ft_weaponsteal must be enabled // 0 = disabled, 1 = enabled (default 1) //set scr_ft_weaponsteal_keep "1" // Chance to have sound during unfreeze // min = 0, max = 100 (default 50) //set scr_ft_soundchance "50" // Number of server dvars to keep track of disconnects to prevent cheating // 0 = disabled, 1 - 64 = history slots (default 10) //set scr_ft_history "10" // Enable or disable auto-balance for frozen players // 0 = disabled, 1 = enabled (default 0) //set scr_ft_balance_frozen "0" // Points awarded to player for freezing a player // min = 1, max = 999 (default 1) //set scr_ft_points_freeze "1" // Points awarded to player for unfreezing a teammate // min = 1, max = 999 (default 5) //set scr_ft_points_unfreeze "5"