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Author Topic: Custom cfg for the server in order to have (Community) matches  (Read 2413 times)

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Offline Simplex

Copy pasted from http://www.teamwarfare.com/forums/showthread.asp?forumid=543&threadid=417468

tf_weapon_criticals // set to 1 for crits, 0 for no crits
sv_password "name" // changes the server password to the quoted text
sv_alltalk // set to 1 for all talk, set to 0 for team speak
changelevel "cp_badlands" // changes the level to the quoted map
exec server // executes the default server cfg, replace "server" with a different cfg name to load it
mp_tournament // set to 1 to turn tournament mode on, 0 to turn it off
mp_tournament_restart // resets tournament mode mid-game
mp_tournament_stopwatch // set to 1 for stopwatch on, 0 for stopwatch off on AD maps
mp_restartgame 1 // restarts game in 1 second, change 1 to time waited before restart
sm plugins unload_all // unloads sourcemod plugins. they will reload on map change


So, those are the typical things for a comp match
Especially these
tf_use_fixed_weaponspreads 1
tf_weapon_criticals 0

-Need to change the mods on the server, turn them off for the time being or have a cfg to disable most of them
-Give someone else RCON or the ability to mod the server for these matches

-Respawn timer to 20 (Normal time)
-Class limits (2 each, 1 demo, 1 medic)
-First to 5 setting in maps (So we know who wins first, whoever gets 5 points)
-Having the maps accessible, as in badlands, gullywash, coldfront. (Maybe not through nominate/mods, but the admins can access)
-nocrits
-spread

-in game restart match
-no team balance(for match purposes)

I believe the above should include all the things listed here.

Offline Inject OH 4

Re: Custom cfg for the server in order to have (Community) matches
« Reply #1 on: March 28, 2011, 08:15:55 PM »
Ok sounds fine.
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Re: Custom cfg for the server in order to have (Community) matches
« Reply #1 on: March 28, 2011, 08:15:55 PM »

 


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