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//PAM ENABLE
set sv_pam 1
//Enables/Disables PAM2. Disabled PAM2 runs the stock scripts only. [1 = enabled. 0 = disabled]
//PAM MODES
set pam_mode "pub"
//This Dvar is used by server admins to select the competition rule-set to used. There are over 60 different pam_modes, please check with your ladder/league to se which one you should use.
//S&D Specific
set scr_sd_timelimit 10
//Timelimits are NOT usable in PAM2 at this time. This is ALWAYS set to 0 in rule files. If it is needed I will look into making this work, but it was never needed in CoD or UO.
set scr_sd_half_round 5
//Sets the number of rounds to be played in the first half. Halftime and automatic teamswap will happen AFTER this round number has been completed. 0 = disabled.
set scr_sd_half_score 0
//Sets the scorelimit to be played to in the first half. Halftime and automatic teamswap will happen AFTER the one team reaches this score. 0 = disabled.
set scr_sd_end_round 10
//Sets the number of TOTAL rounds to be played before the map ENDS. It does not matter if a halftime is used. 0 = disabled.
set scr_sd_end_score 0
//This will allow you to trigger the end of a map/match by a team's TOTAL score, including the 1st half and 2nd half (is halftime is being used). 0 = disabled
set scr_sd_end_half2score 0
//This will allow you to trigger the end of a map/match by a team's 2nd Half Score ONLY (does not include 1st half scores). The map/match winner would still be determined by overall score of both halves though. 0 = disabled
set scr_sd_roundlength 2.5
//Stock DVAR, length of each round.
set scr_sd_graceperiod 4
//In PAM2 this has dual puposes. If you are using Strat Time, this sets the length of that Strat Time. If you are not using Strat Time, this acts just as it does in the stock server. [Set in seconds.]
set scr_sd_strat_time 4
//Strat Time is used to hold players still at the beginning of each round. Players also will not be able to throw any nades/smokes during this "strategizing" time period. [1 = use strat time. 0 = no strat time/stock.]
set scr_sd_count_draws 0
//This dvar determines what happens if a round ends in a draw (which IS possible). With this you can force a round to be "replayed" by essentially playing the same round number over again, or you can have the draw round count as a normal round without a winner. [0 = Replay Draw Rounds. 1 = Allow Draw to stand]
set scr_sd_plant_points 5
set scr_sd_defuse_points 10
//Sets the number of points a player gets for the named action in the Dvar. [0 = no points (which is stock)]
g_ot_active 1
//This dvar is used to determine the CURRENT active Overtime period (if there are Overtime periods in your match rules). This is MOSTLY used as an internal DVAR, but it can also be used by Server Admins to go directly into an Overtime period if needed. For example, to go to your match mode's FIRST OT Period, you would set this value to 1 and do a fast_restart. There can be almost a limitless number of OT rounds, but I have never seen more than 3 needed.
//This DVAR can also be used to get you OUT of OT mode by setting it to 0.
//TIMERS
set scr_sd_PlantTime 30
//Time it takes to plant the bomb [In seconds].
set scr_sd_DefuseTime 45
//Time it takes to defuse the bomb [In seconds].
set g_matchwarmuptime 4
//Time on the count-down clock for the 1st and 2nd halves to begin (after ready-up) [in seconds, max = 60]
set g_roundwarmuptime 4
//Time on the count-down clock for the next round to begin [in seconds, max 60]
set de_remove_exploits 1
//Forces several client DVAR settings that are known exploits back to stock, non-exploit values. [1 = force exploit DVARS to valid settings. 0 = do not force exploit DVARS]
set de_stock_polygonOffset 1
//Forces the client dvars r_polygonOffsetBias and r_polygonOffsetScale to thier stock values. [1 = force them to stock. 0 = do not force them to stock]
set de_allow_enemycrosshaircolor 1
//This forces Client DVAR setting that allow the "red" crosshair when they pass over an enemy (even through smoke) to the off position. [1 = allow the "red" crosshairs. 0 = do not allow the "red" crosshairs]
set de_Sound_Ping_QuickFade 1
//This shortens the amount of time the Red Compass Dots appear on the Compass. It does NOT remove the Red Compass Dots. [1 = Shortened Fade Time, 0 = Stock Fade Time]
set de_allow_crosshair 1
//Determines if crosshairs are allowed in your match mode. Does not include the Turret Crosshairs. [1 = crosshairs allowed. 0 = crosshairs NOT allowed]
set de_allow_turret_crosshair 1
//Determines if crosshairs are allowed on Turrets in your match mode. [1 = crosshairs allowed. 0 = crosshairs NOT allowed]
set de_allow_crosshairnames 1
//Determines if you can see Teammate's names when your crosshair passes over them. [1 = allow the names to show. 0 = do not allow the names to show.]
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