I have deleted many values from the file and this map still has a 1 minute
round time and 9999 maxrounds.

Is anybody willing to verify it working on their end?

On Wed, Dec 5, 2018 at 6:02 PM Nicholas Hastings <[email protected]>
wrote:

> The value on each ConVar in the file is ignored and only even there so
> that the file reads as a valid KeyValues file.
>
> If you want to exclude the ConVar value from being able to be changed,
> you need to remove the ConVar from the file altogether.
>
> --
> Nicholas Hastings
>
>
>
> Absurd Minds wrote on 12/5/2018 5:55 PM:
> > I have placed a map from the workshop onto my server, but the map had
> > it's own mp_roundtime and mp_maxrounds. I used bspconver_whitelist to
> > exclude those values from being changed by the map, and yet the server
> > still changes to those values when the map comes up.
> >
> > I have attached the bspconvar_whitelist to this email. The map in
> > question is
> > https://steamcommunity.com/sharedfiles/filedetails/?id=1217293641
> >
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/
> >
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/
>
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please visit:
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// This file should include convars which custom bsps are permitted to change 
via the bsp cfg file
// if a convar doesn't exist in this list, a map is not permitted to change it 
via the map's cfg file
// all convars in this list will also get set to their default values when a 
game mode cfg file is executed

"convars"
{
        bot_allow_grenades                                                      
                1       // If nonzero, bots may use grenades.
        bot_allow_machine_guns                                                  
        1       // If nonzero, bots may use the machine gun.
        bot_allow_pistols                                                       
                1       // If nonzero, bots may use pistols.
        bot_allow_rifles                                                        
                1       // If nonzero, bots may use rifles.
        bot_allow_rogues                                                        
                1
        bot_allow_shotguns                                                      
                1       // If nonzero, bots may use shotguns.
        bot_allow_snipers                                                       
                1       // If nonzero, bots may use sniper rifles.
        bot_allow_sub_machine_guns                                              
        1       // If nonzero, bots may use sub-machine guns.
        bot_autodifficulty_threshold_high                                       
1       // Amount above avg human contribution score, above which a bot should 
lower its difficulty
        bot_autodifficulty_threshold_low                                        
1       // Amount below avg human contribution score, below which a bot should 
raise its difficulty
        bot_chatter                                                             
                        1       // Control how bots talk. Allowed values: 
'off', 'radio', 'minimal', or 'normal'.
        bot_defer_to_human_goals                                                
        1       // If nonzero and there is a human on the team, the bots will 
not do the scenario tasks.
        bot_defer_to_human_items                                                
        1       // If nonzero and there is a human on the team, the bots will 
not get scenario items.
        bot_difficulty                                                          
                1       
        cash_player_bomb_defused                                                
        1
        cash_player_bomb_planted                                                
        1
        cash_player_damage_hostage                                              
        1       // The penalty (or bonus) players get from harming a hostage
        cash_player_get_killed                                                  
        1       // Money a player can get when they are killed by another player
        cash_player_interact_with_hostage                                       
1
        cash_player_killed_enemy_default                                        
1       // Money award to player when they kill an enemy (which then gets 
scaled per weapon)
        cash_player_killed_enemy_factor                                         
1       // Scaler that adjusts the money recieved per kill
        cash_player_killed_hostage                                              
        1       // The penalty (or bonus) players get for killing a hostage
        cash_player_killed_teammate                                             
        1
        cash_player_rescued_hostage                                             
        1
        cash_player_respawn_amount                                              
        1       // The money bonus a play can get when they respawn (if 
respawning is enabled)
        cash_team_elimination_bomb_map                                          
1
        cash_team_elimination_hostage_map_ct                            1
        cash_team_elimination_hostage_map_t                                     
1
        cash_team_hostage_alive                                                 
        1
        cash_team_hostage_interaction                                           
1
        cash_team_loser_bonus                                                   
        1
        cash_team_loser_bonus_consecutive_rounds                        1
        cash_team_planted_bomb_but_defused                                      
1
        cash_team_rescued_hostage                                               
        1
        cash_team_survive_guardian_wave                                         
1
        cash_team_terrorist_win_bomb                                            
1
        cash_team_win_by_defusing_bomb                                          
1
        cash_team_win_by_hostage_rescue                                         
1
        cash_team_win_by_time_running_out_bomb                          1
        cash_team_win_by_time_running_out_hostage                       1
        contributionscore_assist                                                
        1
        contributionscore_bomb_defuse_minor                                     
1
        contributionscore_bomb_defuse_major                                     
1
        contributionscore_bomb_planted                                          
1
        contributionscore_bomb_exploded                                         
1
        contributionscore_cash_bundle                                           
1
        contributionscore_crate_break                                           
1
        contributionscore_hostage_kill                                          
1
        contributionscore_hostage_rescue_minor                          1
        contributionscore_hostage_rescue_major                          1
        contributionscore_kill                                                  
        1
        contributionscore_kill_factor                                           
1
        contributionscore_objective_kill                                        
1
        contributionscore_suicide                                               
        1
        contributionscore_team_kill                                             
        1
        global_chatter_info                                                     
            1
        healthshot_healthboost_time                                             
        1
        healthshot_healthboost_damage_multiplier                        1
        healthshot_healthboost_speed_multiplier                         1
        mp_afterroundmoney                                                      
                1       // Amount of money awared to every player after each 
round
        mp_anyone_can_pickup_c4                                                 
        1
        mp_c4_cannot_be_defused                                                 
        1
        mp_c4timer                                                              
                        1
        mp_consecutive_loss_max                                                 
        1       // Maximum loss streak (default 4).  Maximum per-round impact 
is mp_consecutive_loss_max * cash_team_loser_bonus_consecutive_rounds
        mp_coop_force_join_ct                                                   
        1
        mp_coopmission_bot_difficulty_offset                            1
        mp_coopmission_mission_number                                           
1
        mp_damage_scale_ct_body                                                 
        1       // Scales the damage a CT player takes by this much when they 
take damage in the body. (1 == 100%, 0.5 == 50%)
        mp_damage_scale_ct_head                                                 
        1       // Scales the damage a CT player takes by this much when they 
take damage in the head. (1 == 100%, 0.5 == 50%)
        mp_damage_scale_t_body                                                  
        1       // Scales the damage a T player takes by this much when they 
take damage in the body. (1 == 100%, 0.5 == 50%)
        mp_damage_scale_t_head                                                  
        1       // Scales the damage a T player takes by this much when they 
take damage in the head. (1 == 100%, 0.5 == 50%)
        mp_damage_vampiric_amount                                               
        1       // Hits heal you
        mp_death_drop_c4                                                        
                1
        mp_death_drop_defuser                                                   
        1       // Whether a defuser drops from a player holding on when they 
die
        mp_death_drop_grenade                                                   
        1       // Which grenade to drop on player death: 0=none, 1=best, 
2=current or best
        mp_death_drop_gun                                                       
                1       // Which gun to drop on player death: 0=none, 1=best, 
2=current or best
        mp_deathcam_skippable                                                   
        1       // Determines whether a player can early-out of the deathcam
        mp_default_team_winner_no_objective                                     
1       // if set, the map will declare this team the winner when the round 
timer expires.  (-1 == map default, 0 == draw, 2 == Ts, 3 == CTs)
        mp_defuser_allocation                                                   
        1       // How to allocate defusers to CTs at start or round: 0=none, 
1=random, 2=everyone
        mp_display_kill_assists                                                 
        1       // Whether to display and score player assists
        mp_dogtag_despawn_on_killer_death                                       
1       // If set, dogtags will despawn when the person who killer the owner 
dies
        mp_dogtag_despawn_time                                                  
        1       // Dogtags automatically despawn after this many seconds 
(0=infinite)
        mp_dogtag_pickup_rule                                                   
        1       // Who is allowed to pick up dogtags (0=killer, 1=killer's 
team, 2=victim's team, 3=killer OR victim's team, 4=everyone)
        mp_drop_grenade_enable                                                  
        1       // Allows players to drop grenades.
        mp_drop_knife_enable                                                    
        1       // Allow players to drop knives.
        mp_economy_reset_rounds                                                 
        1       // how many rounds before economy is reset to default
        mp_equipment_reset_rounds                                               
        1       // how many rounds before equipment is reset to default
        mp_force_assign_teams                                                   
        1
        mp_force_pick_time                                                      
                1       // The amount of time a player has on the team screen 
to make a selection before being auto-teamed
        mp_forcecamera                                                          
                1       // Restricts spectator modes for dead players. 0 = Any 
team. 1 = Only own team. 2 = No one; fade to black on death (previously 
mp_fadetoblack).
        mp_ggprogressive_round_restart_delay                            1
        mp_ggtr_always_upgrade                                                  
        1
        mp_ggtr_bomb_defuse_bonus                                               
        1
        mp_ggtr_bomb_detonation_bonus                                           
1
        mp_ggtr_bomb_pts_for_flash                                              
        1
        mp_ggtr_bomb_pts_for_he                                                 
        1
        mp_ggtr_bomb_pts_for_molotov                                            
1
        mp_ggtr_bomb_pts_for_upgrade                                            
1
        mp_ggtr_bomb_respawn_delay                                              
        1
        mp_ggtr_end_round_kill_bonus                                            
1
        mp_ggtr_halftime_delay                                                  
        1
        mp_ggtr_last_weapon_kill_ends_half                                      
1
        mp_give_player_c4                                                       
                1       // Whether this map should spawn a c4 bomb for a player 
or not
        mp_global_damage_per_second                                             
        1       // Being alive damages you (can't die from this damage)
        mp_guardian_bot_money_per_wave                                          
1
        mp_guardian_loc_adjective                                               
        1       // (If set) kill condition token 
(#quest_hud_guardian_adjective_<name>)
        mp_guardian_loc_condition                                               
        1       // (If set) kill condition token 
(#quest_hud_guardian_condition_<name>)
        mp_guardian_loc_icon                                                    
        1       // (If set) icon to override for guardian mission
        mp_guardian_loc_mission                                                 
        1       // Token to use to generate guardian mission 
(#quest_hud_guardian_mission_<name>)
        mp_guardian_loc_override                                                
        1       // Token to use to display guardian mission 
(#quest_hud_guardian_override_<name>) (if exists) (IMPORTANT FOR LOC: should be 
unique for each guardian mission)
        mp_guardian_loc_weapon                                                  
        1       // (If set) weapon name token (#SFUI_WPNHUD_<name>)
        mp_guardian_player_dist_max                                             
        1
        mp_guardian_player_dist_min                                             
        1
        mp_guardian_special_kills_needed                                        
1
        mp_guardian_special_weapon_needed                                       
1
        mp_guardian_target_site                                                 
        1
        mp_halftime_pausetimer                                                  
        1       // Set to 1 to stay in halftime indefinitely. Set to 0 to 
resume the timer.
        mp_heavyassaultsuit_cooldown                                            
1       // Controls heavy assault suit cooldown (disabled in cooperative modes)
        mp_hostagepenalty                                                       
                1       // Terrorist are kicked for killing too much hostages
        mp_hostages_max                                                         
                1       
        mp_hostages_spawn_force_positions                                       
1
        mp_hostages_spawn_same_every_round                                      
1
        mp_items_prohibited                                                     
            1
        mp_limitteams                                                           
                1       // Max # of players 1 team can have over another (0 
disables check)
        mp_maxmoney                                                             
                        1       // maximum amount of money allowed in a 
player's account
        mp_molotovusedelay                                                      
                1       // Number of seconds to delay before the molotov can be 
used after acquiring it
        mp_only_cts_rescue_hostages                                             
        1       // Only CTs can rescue hostages
        mp_plant_c4_anywhere                                                    
        1       // Don't have to be inside a site to plant bomb
        mp_playercashawards                                                     
                1       // Players can earn money by performing in-game actions
        mp_radar_showall                                                        
                1   // Determines who should see all in the radar.      0 = 
default. 1 = both teams. 2 = Terrorists. 3 = CTs.
        mp_round_restart_delay                                                  
                1 // the default is "7". the "1" here is not used
        mp_starting_losses                                                      
                1       // Loss streak to start each team with (default 0).  
Results in the first round being worth additional cash for the losing team
        mp_startmoney                                                           
                1       // Amount of money each player starts with on match 
start, half start or reset
        mp_tagging_scale                                                        
                1       // Scalar for player tagging modifier when hit. Lower 
values for greater tagging.
        mp_t_default_grenades                                                   
        1       // The default grenades that the CTs will spawn with.  To give 
multiple grenades, separate each weapon class with a space like this: 
'weapon_molotov weapon_hegrenade'
        mp_t_default_melee                                                      
                1       // The default melee weapon that the Ts will spawn 
with.  Even if this is blank, a knife will be given.  To give a taser, it 
should look like this: 'weapon_knife weapon_taser'.  Remember to set 
mp_weapons_allow_zeus to 1 if you want to give a taser!
        mp_t_default_primary                                                    
        1       // The default primary (rifle) weapon that the Ts will spawn 
with
        mp_t_default_secondary                                                  
        1       // The default secondary (pistol) weapon that the Ts will spawn 
with
        mp_taser_recharge_time                                                  
        1       // How many seconds does it take for a taser to recharge ( -1 = 
never )
        mp_teamcashawards                                                       
                1       // Teams can earn money by performing in-game actions
        mp_use_respawn_waves                                                    
        1       // When set to 1, and that player's team is set to respawn, 
they will respawn in waves.
        mp_warmup_pausetimer                                                    
        1       // Set to 1 to stay in warmup indefinitely. Set to 0 to resume 
the timer.
        mp_warmuptime_all_players_connected                                     
1       // How long the warmup period lasts after all humans have connected.
        mp_weapon_self_inflict_amount                                           
1       // Attacking damages you if you miss (can't die from this damage)
        mp_weapons_allow_heavy                                                  
        1       // Determines which teams can purchase heavy weapons (-1 = any; 
0 = none; 2 = Ts; 3 = CTs)
        mp_weapons_allow_heavyassaultsuit                                       
1       // Determines whether the Heavy Assault Suit is purchaseable or not (T 
only)
        mp_weapons_allow_map_placed                                             
        1       // If this convar is set, when a match starts, the game will 
not delete weapons placed in the map.
        mp_weapons_allow_pistols                                                
        1       // Determines which teams can purchase pistols (-1 = any; 0 = 
none; 2 = Ts; 3 = CTs)
        mp_weapons_allow_rifles                                                 
        1       // Determines which teams can purchase rifles (-1 = any; 0 = 
none; 2 = Ts; 3 = CTs)
        mp_weapons_allow_smgs                                                   
        1       // Determines which teams can purchase smgs (-1 = any; 0 = 
none; 2 = Ts; 3 = CTs)
        mp_weapons_allow_typecount                                              
        1       // How many weapons of each type can be purchased
        mp_weapons_allow_zeus                                                   
        1       // Determines whether the Zeus is purchasable or not
        mp_weapons_glow_on_ground                                               
        1       // If this convar is set, weapons on the ground will have a 
glow around them and can be seen through walls.
        mp_weapons_max_gun_purchases_per_weapon_per_match       1       // Can 
only buy each weapon this often per match ("weapons expert")
        mp_heavyassaultsuit_speed                                               
        1       // The max speed of a player when they are wearing the heavy 
assault suit
        mp_heavyassaultsuit_deploy_timescale                                    
        1       // How fast a player wearing the heavy assault suit will draw 
their weapon (1.0 = normal speed, 0.5 = half speed)
        mp_heavyassaultsuit_aimpunch                                            
        1       // How much EXTRA aim punch will happen when a player wearing 
the assault suit gets when shot
        mp_heavybot_damage_reduction_scale                                      
        1       
        mp_win_panel_display_time                                               
        1
        inferno_child_spawn_max_depth                                           
1       // Molotov spread variable
        inferno_max_flames                                                      
                1       // Molotov spread variable
        inferno_max_range                                                       
                1   // Molotov spread variable
        molotov_throw_detonate_time                                             
        1       // Molotov allowed throw duration
        occlusion_test_async                                                    
        1
        spec_freeze_panel_extended_time                                         
1       // Time spent with the freeze panel still up after observer freeze cam 
is done.
        spec_freeze_time                                                        
                1       // Time spend frozen in observer freeze cam.
        spec_replay_enable                                                      
                1 // the default is "0". the "1" here is not used
        spec_replay_leadup_time                                                 
        1 // how long the spec replay delay is
        spec_replay_bot                                                         
                1 // whether bot kills show a replay
        sv_accelerate                                                           
                1
        sv_airaccelerate                                                        
                1       
        sv_air_pushaway_dist                                                    
        1
        sv_allow_votes                                                          
                1       // Voting allowed in this mode
        sv_alltalk                                                              
                        1       // DEPRECATED. Players can hear all enemy 
communication (voice, chat).  Use sv_talk_enemy_dead and sv_talk_enemy_living 
instead.
        sv_arms_race_vote_to_restart_disallowed_after           1
        sv_auto_adjust_bot_difficulty                                           
1
        sv_auto_full_alltalk_during_warmup_half_end                     1       
// When enabled, full alltalk is enabled at warmup, halftime and endgame
        sv_autobunnyhopping                                                     
                1       // Automatically jumps when touching ground
        sv_autobuyammo                                                          
                1
        sv_bot_buy_decoy_weight                                                 
        1
        sv_bot_buy_flash_weight                                                 
        1
        sv_bot_buy_grenade_chance                                               
        1
        sv_bot_buy_hegrenade_weight                                             
        1
        sv_bot_buy_molotov_weight                                               
        1
        sv_bot_buy_smoke_weight                                                 
        1
        sv_bots_force_rebuy_every_round                                         
1
        sv_bots_get_easier_each_win                                             
        1
        sv_bots_get_harder_after_each_wave                                      
1       // only used in Guardian mode
        sv_bounce                                                               
                        1       //"Bounce multiplier for when physically 
simulated objects collide with other objects.
        sv_buy_status_override                                                  
        1       // Override for buy status map info. 0 = everyone can buy, 1 = 
ct only, 2 = t only 3 = nobody
        sv_deadtalk                                                             
                        1       // When set, dead players can speak (voice, 
text) to living players on their team
        sv_disable_show_team_select_menu                                        
1
        sv_disable_radar                                                        
                1
        sv_disable_immunity_alpha                                               
        1
        sv_duplicate_playernames_ok                                             
        1
        sv_enablebunnyhopping                                                   
        1       // Disables in-air movement speed cap
        sv_env_entity_makers_enabled                                            
1
        sv_extract_ammo_from_dropped_weapons                            1
        sv_falldamage_scale                                                     
                1
        sv_falldamage_to_below_player_multiplier                        1       
// Scale damage when distributed across two players
        sv_falldamage_to_below_player_ratio                                     
1       // Landing on a another player's head gives them this ratio of the 
damage.
        sv_force_reflections                                                    
        1
        sv_friction                                                             
                        1       //"World friction."
        sv_grassburn                                                            
                1
        sv_gravity                                                              
                        1       // World gravity. (default is 800)
        sv_guardian_heavy_all                                                   
        1
        sv_guardian_heavy_count                                                 
        1
        sv_guardian_max_wave_for_heavy                                          
1
        sv_guardian_min_wave_for_heavy                                          
1
        sv_health_approach_enabled                                              
        1
        sv_hegrenade_damage_multiplier                                          
1
        sv_hegrenade_radius_multiplier                                          
1
        sv_ignoregrenaderadio                                                   
        1       // Turn off Fire in the hole messages
        sv_infinite_ammo                                                        
                1
        sv_knife_attack_extend_from_player_aabb                         1
        sv_maxspeed                                                             
                        1
        sv_maxvelocity                                                          
                1       //Maximum speed any ballistically moving object is 
allowed to attain per axis.
        sv_occlude_players                                                      
                1
        sv_outofammo_indicator                                                  
        1
        sv_show_ragdoll_playernames                                             
        1
        sv_show_team_equipment_force_on                                         
1
        sv_staminajumpcost                                                      
                1       // Modifies jumping stamina (default .08)
        sv_staminalandcost                                                      
                1       // Modifies landing stamina (default .18)
        sv_stopspeed                                                            
                1       //"Minimum stopping speed when on ground.
        sv_talk_enemy_dead                                                      
                1       // Dead players can hear dead enemy communication 
(voice, chat)
        sv_talk_enemy_living                                                    
        1       // Live players can hear living enemy communication (voice, 
chat)
        sv_teamid_overhead_maxdist_spec                                         
1
        sv_teamid_overhead_maxdist                                              
        1
        sv_vote_to_changelevel_before_match_point                       1
        sv_wateraccelerate                                                      
                1          
        sv_waterfriction                                                        
                1          
        sv_water_movespeed_multiplier                                           
1       // Water movespeed    
        sv_water_swim_mode                                                      
                1       // Prevent going under water
        sv_weapon_encumbrance_per_item                                          
1       // Encumbrance fixed cost
        sv_weapon_encumbrance_scale                                             
        1       // Encumbrance ratio to active weapon
        tv_delay                                                                
                        1
        weapon_accuracy_nospread                                                
        1
        weapon_air_spread_scale                                                 
        1
        weapon_max_before_cleanup                                               
        1
        weapon_recoil_scale                                                     
                1
        weapon_reticle_knife_show                                               
        1
        weapon_sound_falloff_multiplier                                         
1
}

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