//****************************************************************************** // _____ _ _ __ // | _ | | | | | / _| // | | | |_ __ ___ _ __ | | | | __ _ _ __| |_ __ _ _ __ ___ // | | | | '_ \ / _ \ '_ \| |/\| |/ _` | '__| _/ _` | '__/ _ \ // \ \_/ / |_) | __/ | | \ /\ / (_| | | | || (_| | | | __/ // \___/| .__/ \___|_| |_|\/ \/ \__,_|_| |_| \__,_|_| \___| // | | We don't make the game you play. // |_| We make the game you play BETTER. // // Website: http://openwarfaremod.com/ //****************************************************************************** //****************************************************************************** // GAMETYPE DESCRIPTION //****************************************************************************** // In Search and Destroy there two teams. Attackers and defenders. // // Attackers need to plant a bomb at the other team's bombsites and defend it so it's // not defused by the defenders. // // Defenders need to defend their bombsites to prevent the attackers from planting // the bomb and defuse it in case they do accomplish to plant it. // // This is an elimination gametype so there's not respawn and a team will also // win the round if it successfully eliminates the other team. //****************************************************************************** // SEARCH AND DESTROY SETTINGS // ALL VARIABLES WORK IN RANKED AND UNRANKED MODES //****************************************************************************** // PLEASE REMEMBER TO UNCOMMENT THE LINES BY REMOVING THE DOUBLE SLASHES (//) // WHEN CHANGING A VALUE. PLEASE DO NOT UNCOMMENT LINES SET TO DEFAULT VALUES. //****************************************************************************** // Gametype mode. In mode 0, once the bomb is planted in one location the other // location will disappear so the defending team will know in which bombsite the // bomb has been planted. In mode 1, the other location will not disappear but it // will just be deactivated so the defending team won't really know in which // bombsite the attacker has planted the bomb. set scr_sd_sdmode "0" // Control which bombsites will be enable // 0 = Spawn both bombsites (default) // 1 = Randomly spawn one bombsite or both. // 2 = Randomly spawn one bombsite. // 3 = Spawn only bombsite A. // 4 = Spawn only bombsite B. // set scr_sd_bombsites_enabled "0" // Show both bomb sites to the defenders even when one of them is disabled // 0 = Disabled (default), 1 = Enabled set scr_sd_defenders_show_both "1" // Let teams know when the bomb has been planted // 0 = Disabled, 1 = Enabled (default) set scr_sd_bomb_notification_enable "1" // Time it will take the bomb to go off once planted // Values: Between 1 and 300. set scr_sd_bombtimer "60" // Modifier to the bomb time so the time the bomb will take to go off is variable. // scr_sd_bombtimer will become any value between scr_sd_bombtimer - scr_sd_bombtimer_modifier // and scr_sd_bombtimer + scr_sd_bombtimer_modifier // Values: Between 0 (default) and scr_sd_bombtimer - 5 // set scr_sd_bombtimer_modifier "0" // Show the bombtimer to the players in non-hardcore mode // 0 = Disabled, 1 = Enabled (default) set scr_sd_bombtimer_show "0" // Time it will take a player to defuse the bomb once planted // Values: Between 0 and 20. set scr_sd_defusetime "7" // Play a sound when the bomb is being defused // 0 = Disabled, 1 = Enabled (default) set scr_sd_defusing_sound "0" // Give a bomb to every single player instead of being only one bomb for the entire team. // 0 = Disabled (default), 1 = Enabled set scr_sd_multibomb "1" // Play a sound when the bomb is being planted // 0 = Disabled, 1 = Enabled (default) set scr_sd_planting_sound "0" // Time it will take a player to plant the bomb // Values: Between 0 and 20. set scr_sd_planttime "5" // Number of total rounds that will be played set scr_sd_roundlimit "15" // Number of rounds to play before switching sides set scr_sd_roundswitch "4" // Show a bomb icon next to the player that is currently carrying the bomb // 0 = Disabled (default), 1 = Enabled set scr_sd_scoreboard_bomb_carrier "0" // Score limit to win the match // When the score limit is set to 0 the game will be played based on the round limit set scr_sd_scorelimit "7" // Show the bomb briefcase model on the player's hands when planting/defusing the bomb // 0 = Disabled, 1 = Enabled (default) set scr_sd_show_briefcase "1" // Time limit for each round. Round will finish once the team limit is reached. set scr_sd_timelimit "3.5" // Controls the ability for the defender to pick up the attackers explosives // 0 = Disabled (default), 1 = Enabled // set scr_sd_allow_defender_explosivepickup "0" // Controls the ability for the defender to destroy the attackers explosives // 0 = Disabled (default), 1 = Enabled // set scr_sd_allow_defender_explosivedestroy "0" // Sets the amount of time (in seconds) it takes for a defender to destroy the attackers explosives // Allowed values: 1-60 (default is 10) // set scr_sd_allow_defender_explosivedestroy_time "10" // Enables or disables the option for the defending team to win the round if // the defender destroys the attackers bomb. If enabled defenders win. If disabled // attackers can't plant but the round continues until time expires or a side is eliminated. // 0 = Disabled (default), 1 = Enabled // set scr_sd_allow_defender_explosivedestroy_win "0" // Enables or disables the warning sound to the attacking team when a defender begins to destroy the explosives // 0 = Disabled (default), 1 = Enabled // set scr_sd_allow_defender_explosivedestroy_sound "0" // Allows a defender when defusing to select from a selection of colored wires // in hopes of defusing the bomb quicker, however, if he is wrong the bomb will blow. // 0 = Disabled (default), 1 = Enabled // set scr_sd_allow_quickdefuse "0" // Objectives can be destroyed by defenders using explosives // If objective is destroyed the attackers win. // 0 = Disabled (default), 1 = Enabled // set scr_sd_objective_takedamage_enable "0" // Select whether the objective damage checker is done by damage received or counter-based // In counter mode, every time damage is detected the counter subtracts a point. // If the counter reaches zero, then the objective will blow. // In damage received mode, the amount of damage done on the objective will be subtracted // from the objectives health. If the health reaches zero, the objective will blow. // 0 = Counter (default), 1 = Damage // set scr_sd_objective_takedamage_option "0" // Sets the health of the objective based on a counter. Used in counter mode. // Allowed values: 1-20 (default is 5) // set scr_sd_objective_takedamage_counter "5" // Sets the health of the objective for damage received mode. // Allowed values: 1-2000 (default is 500) // set scr_sd_objective_takedamage_health "500" // Wait until the end of the round to perform a team-balance // 0 = Disabled (default), 1 = Enabled set scr_sd_teambalanceendofround "0"