├── .gitattributes
├── .github
├── CODE_OF_CONDUCT.md
├── CONTRIBUTING.md
├── FUNDING.yml
├── ISSUE_TEMPLATE
│ ├── bug_report.md
│ ├── config.yml
│ └── feature_request.md
├── PULL_REQUEST_TEMPLATE.md
├── README.md
└── SECURITY.md
├── .gitignore
├── LICENSE
├── arminc_autoexec.svg
├── arminc_autoexec_binds.png
├── arminc_autoexec_code.png
└── cfg
├── arminc
├── audio.cfg
├── bind.cfg
├── crosshair.cfg
├── hud.cfg
├── mouse.cfg
├── network.cfg
├── script.cfg
└── video.cfg
└── autoexec.cfg
/.gitattributes:
--------------------------------------------------------------------------------
1 | # Details per file setting:
2 | # text These files should be normalized (i.e. convert CRLF to LF).
3 | # binary These files are binary and should be left untouched.
4 |
5 | ## AUTO-DETECT
6 | ## Handle line endings automatically for files detected as
7 | ## text and leave all files detected as binary untouched.
8 | ## This will handle all files NOT defined below.
9 | * text=auto
10 |
11 | ## DOCUMENTATION
12 | *.markdown text
13 | *.md text
14 | *.mdwn text
15 | *.mdown text
16 | *.mkd text
17 | *.mkdn text
18 | *.mdtxt text
19 | *.mdtext text
20 | *.txt text
21 | AUTHORS text
22 | CHANGELOG text
23 | CHANGES text
24 | CONTRIBUTING text
25 | COPYING text
26 | copyright text
27 | *COPYRIGHT* text
28 | INSTALL text
29 | license text
30 | LICENSE text
31 | NEWS text
32 | readme text
33 | *README* text
34 | TODO text
35 |
36 | ## CONFIGS
37 | *.cnf text
38 | *.cfg text
39 | *.conf text
40 | *.config text
41 | .editorconfig text
42 | .gitattributes text
43 | .gitconfig text
44 | Makefile text
45 | makefile text
--------------------------------------------------------------------------------
/.github/CODE_OF_CONDUCT.md:
--------------------------------------------------------------------------------
1 | # Contributor Covenant Code of Conduct
2 |
3 | ## Our Pledge
4 |
5 | We as members, contributors, and leaders pledge to make participation in our
6 | community a harassment-free experience for everyone, regardless of age, body
7 | size, visible or invisible disability, ethnicity, sex characteristics, gender
8 | identity and expression, level of experience, education, socio-economic status,
9 | nationality, personal appearance, race, caste, color, religion, or sexual
10 | identity and orientation.
11 |
12 | We pledge to act and interact in ways that contribute to an open, welcoming,
13 | diverse, inclusive, and healthy community.
14 |
15 | ## Our Standards
16 |
17 | Examples of behavior that contributes to a positive environment for our
18 | community include:
19 |
20 | * Demonstrating empathy and kindness toward other people
21 | * Being respectful of differing opinions, viewpoints, and experiences
22 | * Giving and gracefully accepting constructive feedback
23 | * Accepting responsibility and apologizing to those affected by our mistakes,
24 | and learning from the experience
25 | * Focusing on what is best not just for us as individuals, but for the overall
26 | community
27 |
28 | Examples of unacceptable behavior include:
29 |
30 | * The use of sexualized language or imagery, and sexual attention or advances of
31 | any kind
32 | * Trolling, insulting or derogatory comments, and personal or political attacks
33 | * Public or private harassment
34 | * Publishing others' private information, such as a physical or email address,
35 | without their explicit permission
36 | * Other conduct which could reasonably be considered inappropriate in a
37 | professional setting
38 |
39 | ## Enforcement Responsibilities
40 |
41 | Community leaders are responsible for clarifying and enforcing our standards of
42 | acceptable behavior and will take appropriate and fair corrective action in
43 | response to any behavior that they deem inappropriate, threatening, offensive,
44 | or harmful.
45 |
46 | Community leaders have the right and responsibility to remove, edit, or reject
47 | comments, commits, code, wiki edits, issues, and other contributions that are
48 | not aligned to this Code of Conduct, and will communicate reasons for moderation
49 | decisions when appropriate.
50 |
51 | ## Scope
52 |
53 | This Code of Conduct applies within all community spaces, and also applies when
54 | an individual is officially representing the community in public spaces.
55 | Examples of representing our community include using an official e-mail address,
56 | posting via an official social media account, or acting as an appointed
57 | representative at an online or offline event.
58 |
59 | ## Enforcement
60 |
61 | Instances of abusive, harassing, or otherwise unacceptable behavior may be
62 | reported to the community leaders responsible for enforcement at arminandrey@gmail.com.
63 | All complaints will be reviewed and investigated promptly and fairly.
64 |
65 | All community leaders are obligated to respect the privacy and security of the
66 | reporter of any incident.
67 |
68 | ## Enforcement Guidelines
69 |
70 | Community leaders will follow these Community Impact Guidelines in determining
71 | the consequences for any action they deem in violation of this Code of Conduct:
72 |
73 | ### 1. Correction
74 |
75 | **Community Impact**: Use of inappropriate language or other behavior deemed
76 | unprofessional or unwelcome in the community.
77 |
78 | **Consequence**: A private, written warning from community leaders, providing
79 | clarity around the nature of the violation and an explanation of why the
80 | behavior was inappropriate. A public apology may be requested.
81 |
82 | ### 2. Warning
83 |
84 | **Community Impact**: A violation through a single incident or series of
85 | actions.
86 |
87 | **Consequence**: A warning with consequences for continued behavior. No
88 | interaction with the people involved, including unsolicited interaction with
89 | those enforcing the Code of Conduct, for a specified period of time. This
90 | includes avoiding interactions in community spaces as well as external channels
91 | like social media. Violating these terms may lead to a temporary or permanent
92 | ban.
93 |
94 | ### 3. Temporary Ban
95 |
96 | **Community Impact**: A serious violation of community standards, including
97 | sustained inappropriate behavior.
98 |
99 | **Consequence**: A temporary ban from any sort of interaction or public
100 | communication with the community for a specified period of time. No public or
101 | private interaction with the people involved, including unsolicited interaction
102 | with those enforcing the Code of Conduct, is allowed during this period.
103 | Violating these terms may lead to a permanent ban.
104 |
105 | ### 4. Permanent Ban
106 |
107 | **Community Impact**: Demonstrating a pattern of violation of community
108 | standards, including sustained inappropriate behavior, harassment of an
109 | individual, or aggression toward or disparagement of classes of individuals.
110 |
111 | **Consequence**: A permanent ban from any sort of public interaction within the
112 | community.
113 |
114 | ## Attribution
115 |
116 | This Code of Conduct is adapted from the [Contributor Covenant][homepage],
117 | version 2.1, available at
118 | [https://www.contributor-covenant.org/version/2/1/code_of_conduct.html][v2.1].
119 |
120 | Community Impact Guidelines were inspired by
121 | [Mozilla's code of conduct enforcement ladder][Mozilla CoC].
122 |
123 | For answers to common questions about this code of conduct, see the FAQ at
124 | [https://www.contributor-covenant.org/faq][FAQ]. Translations are available at
125 | [https://www.contributor-covenant.org/translations][translations].
126 |
127 | [homepage]: https://www.contributor-covenant.org
128 | [v2.1]: https://www.contributor-covenant.org/version/2/1/code_of_conduct.html
129 | [Mozilla CoC]: https://github.com/mozilla/diversity
130 | [FAQ]: https://www.contributor-covenant.org/faq
131 | [translations]: https://www.contributor-covenant.org/translations
132 |
--------------------------------------------------------------------------------
/.github/CONTRIBUTING.md:
--------------------------------------------------------------------------------
1 | # Introduction
2 |
3 | Any critical security issues should be submitted directly in [contact](https://github.com/ArmynC/ArminC-AutoExec/security).
4 |
5 | Make sure to use spaces (no tabs) and CRLF line endings for configs, and continue the Valve convention in the other file overrides. Ensure is no trailing space at the end of lines. Keep the standard text line size (per community, a ruler should have as a maximal length around 80 characters), otherwise skip to a new line.
6 |
7 | Command template:
8 |
9 | ```
10 | // Description of the command.
11 | // Default: value
12 | //
13 | // In-deep documented information about the command, recommended actions etc.
14 | prefix_command "value"
15 | ```
16 |
17 | Additional resources and knowledge:
18 |
19 | * [CS2 Cvars](https://github.com/ArmynC/ArminC-CS2-Cvars) / [alternative](https://cs2.poggu.me/dumped-data/convar-list).
20 | * [Counter-Strike: Global Offensive blog posts/patch notes](http://blog.counter-strike.net/).
21 | * [Valve Developer Wiki](https://developer.valvesoftware.com/wiki/).
22 | * [Source SDK 2013](https://github.com/ValveSoftware/source-sdk-2013)
23 | * [Source Engine 2007](https://github.com/csnxs/source-2007).
24 | * [GameTracking-CS2](https://github.com/SteamDatabase/GameTracking-CS2)
25 | * [GameNetworkingSockets](https://github.com/ValveSoftware/GameNetworkingSockets).
26 | * [CS:GO Source](https://github.com/perilouswithadollarsign/cstrike15_src).
--------------------------------------------------------------------------------
/.github/FUNDING.yml:
--------------------------------------------------------------------------------
1 | # These are supported funding model platforms
2 |
3 | github: ArmynC
4 |
--------------------------------------------------------------------------------
/.github/ISSUE_TEMPLATE/bug_report.md:
--------------------------------------------------------------------------------
1 | ---
2 | name: Bug report
3 | about: Create a report to help us improve
4 | title: ''
5 | labels: ''
6 | assignees: 'ArmynC'
7 | ---
8 |
9 |
10 |
11 | ## Expected behavior
12 |
13 |
14 | ## Current behavior
15 |
16 |
17 | ## Screenshot
18 |
19 |
20 |
21 | ## Possible reasons and solutions
22 |
23 |
24 |
25 | ## Steps to reproduce
26 |
27 | 1. Go to '...'
28 | 2. Click on '....'
29 | 3. Scroll down to '....'
30 | 4. See error
31 |
32 | ## Context
33 |
34 |
35 |
36 | ## Custom values
37 |
38 |
39 |
40 | ## Your environment
41 |
42 | * Config version (date):
43 | * Launch options (if any):
44 | * Game version (beta?):
45 | * Operating system and version [OS] (tweaked?):
46 | * Graphics card [GPU]:
47 | * Processor [CPU]:
48 | * Storage [SSD/HDD]:
49 | * RAM size [MB/GB]:
50 | * Anything else:
51 |
52 | ## Stack trace
53 |
54 |
55 | ## Checklist
56 |
57 | - [ ] I searched the [current issues](https://github.com/ArmynC/ArminC-AutoExec/issues) and the issue is not known.
58 | - [ ] I searched on Google, Steam, YouTube, Reddit and there's no fix.
59 | - [ ] I am mostly sure that the problem is related to the config and isn't my fault.
--------------------------------------------------------------------------------
/.github/ISSUE_TEMPLATE/config.yml:
--------------------------------------------------------------------------------
1 | blank_issues_enabled: true
2 | contact_links:
3 | - name: Steam
4 | url: https://steamcommunity.com/id/arminc/
5 | about: Direct chat on non-inquiries subjects.
--------------------------------------------------------------------------------
/.github/ISSUE_TEMPLATE/feature_request.md:
--------------------------------------------------------------------------------
1 | ---
2 | name: Feature request
3 | about: Suggest an idea for this project
4 | title: ''
5 | labels: ''
6 | assignees: 'ArmynC'
7 | ---
8 |
9 |
10 |
11 | ## Expected behavior
12 |
13 |
14 | ## Current behavior
15 |
16 |
17 | ## Screenshot
18 |
19 |
20 |
21 | ## Possible solutions
22 |
23 |
24 |
25 | ## Context and reason
26 |
27 |
28 | ## Checklist
29 |
30 | - [ ] I searched the [current issues](https://github.com/ArmynC/ArminC-AutoExec/issues) and the feature is not known.
31 | - [ ] I am mostly sure that the feature will bring more good than harm.
--------------------------------------------------------------------------------
/.github/PULL_REQUEST_TEMPLATE.md:
--------------------------------------------------------------------------------
1 |
2 |
3 | ## Description
4 |
5 |
6 | ## Related issues
7 |
8 |
9 |
10 | ## Types of changes
11 |
12 | - [ ] Docs change / refactoring.
13 | - [ ] Non-breaking change (fix or feature that wouldn't cause existing functionality to change/break).
14 | - [ ] Breaking change (fix or feature that would cause existing functionality to change/break).
15 |
16 | ## Checklist
17 |
18 | - [ ] My code follows the code style of this project.
19 | - [ ] My change requires a change to the documentation.
20 | - [ ] I have performed a self-review of my own code.
21 | - [ ] I have commented my code, particularly in hard-to-understand areas.
22 | - [ ] I have made corresponding changes to the documentation.
23 | - [ ] My changes don't generate new warnings.
24 | - [ ] I have read the [CONTRIBUTING](https://github.com/ArmynC/ArminC-AutoExec/blob/master/.github/CONTRIBUTING.md) document.
--------------------------------------------------------------------------------
/.github/README.md:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 |
A high-quality Counter-Strike 2 config built for gamers.
39 |
40 | **ArminC AutoExec** is a high-quality _config_ for **Counter-Strike 2** that aims to improve the gameplay by enabling you to customize the game settings to your liking through its template system.
41 |
42 | It comes filled with little optimizations such as **network capacity**, overall improving the gameplay for a wide variety of computers and players.
43 |
44 | Each and every one of the commands provided are **finely tuned**, enabling the game's full potential compared to default settings.
45 |
46 | 
47 |
48 | (Preview)
49 |
50 |
51 |
52 |
53 |
54 |
55 | ## Installation
56 |
57 | ##### Downloading and installing steps:
58 | 1. **[Download](https://github.com/ArmynC/ArminC-AutoExec/archive/master.zip)** the latest version of the config.
59 | 2. Open the _archive_ and **extract** the contents of the `cfg` folder into the following path folder:
60 | `\...\Steam\steamapps\common\Counter-Strike Global Offensive\game\csgo\cfg\`
61 | 3. **Launch** the game and **type** in the _console_ the following command: `exec autoexec.cfg`
62 | * If the autoexec isn't booting, perhaps try to use the launch option: `+exec autoexec.cfg`
63 | * For a new desktop or operating system (e.g. Linux) make sure to put (again) in place all the files instead of letting the Steam cloud transfer them automatically.
64 |
65 | > [!IMPORTANT]
66 | > The binds system has changed. Instead of doing the name of the key, there are scancodes assigned per key.
67 |
68 | > [!NOTE]
69 | > The crosshair is designed for a 1920x1080 resolution; in other case, the experience may vary.
70 |
71 | ## Updating
72 |
73 | When a **new version** is out, you have **two methods** to _update_:
74 |
75 | ##### 1. You have edited the config based on your preference:
76 | * Check the new [commits](https://github.com/ArmynC/ArminC-AutoExec/commits/master) and **update** the config **manually** by relying on the _commits_.
77 |
78 | ##### 2. You haven't edited the config (or at least not so much):
79 | * **Delete everything** (or **replace the files** when it asks).
80 | * **Redo** the [installation](https://github.com/ArmynC/ArminC-AutoExec#installation) steps.
81 | * _After setup_, **change your preference** settings back (if that is the case).
82 |
83 | ## Features
84 |
85 | | | 🔰 ArminC AutoExec | ◾ Other Configs |
86 | | -------------------------- | :-----------------: | :---------------: |
87 | | Optimized values | ✔️ | 〰️ |
88 | | Useful scripts | ✔️ | 〰️ |
89 | | Enabled in-game advantages | ✔️ | 〰️ |
90 | | Documented commands | ✔️ | ❌ |
91 | | No misconfigured commands | ✔️ | ❌ |
92 | | Professional info sources | ✔️ | ❌ |
93 | | Clean sheet/template | ✔️ | ❌ |
94 | | Easy to customize | ✔️ | ❌ |
95 | | Categorized by functions | ✔️ | ❌ |
96 | | New commands/values | ✔️ | ❌ |
97 | | No old command leftovers | ✔️ | ❌ |
98 |
99 | ## Symbols
100 |
101 | *: Multiple commands under a category
102 | >>: Official description
103 | <->: Analysis
104 | : Informal
105 | : Important
106 |
107 | /\
108 | ||: Select any float/decimal value within the provided range
109 | \/
110 |
111 | ## Binds
112 | 
113 |
114 | ## Wiki
115 |
116 | Do you **need some help**? Check out the _articles_ on the [wiki](https://github.com/ArmynC/ArminC-AutoExec/wiki/).
117 |
118 | ## Contributing
119 |
120 | Got **something interesting** you'd like to **share**? Learn about [contributing](https://github.com/ArmynC/ArminC-AutoExec/blob/master/.github/CONTRIBUTING.md).
121 |
122 | ## Credits
123 |
124 | | [](https://github.com/ArmynC) |  |
125 | |:------------------------------------------------------------------------------------------------------------------------: |:----------------------------------------------------------------------------------------------------: |
126 | | **ArminC** | **The community** |
127 |
128 | ## Support
129 |
130 | Reach out to me via the **[profile addresses](https://github.com/ArmynC)**.
131 |
132 | ## Sponsor
133 |
134 | [](https://github.com/sponsors/armync)
135 |
136 | ## License
137 |
138 | [](https://tldrlegal.com/license/creative-commons-cc0-1.0-universal)
--------------------------------------------------------------------------------
/.github/SECURITY.md:
--------------------------------------------------------------------------------
1 | # Security Policy
2 |
3 | ## Reporting a Vulnerability
4 |
5 | If there are any vulnerability in **ArminC AutoExec** project, don't hesitate to _report them_.
6 |
7 | 1. Use any of the [contact adresses](https://github.com/armync/arminc-autoexec#support).
8 | 2. Describe the vulnerability.
9 | * If you have a fix, explain or attach it.
10 | * In the near time, expect a reply with the required steps. Also, there may be a demand for a pull request which include the fixes.
11 |
12 | ##### You should not disclose the vulnerability publicly if you haven't recived an answer in some weeks.
13 |
14 | ##### If the vulnerability is rejected, you may post it publicly within some hour of rejection, unless the rejection is withdrawn within that time period.
15 |
16 | ##### After the vulnerability has been fixed, you may disclose the vulnerability details publicly over some days .
17 |
--------------------------------------------------------------------------------
/.gitignore:
--------------------------------------------------------------------------------
1 | ### Adobe ###
2 | # Adobe Source Files
3 | *.psd
4 | *.ai
5 | *.indd
6 | *.prproj
7 | *.aep
8 |
9 | ### Archives ###
10 | *.7z
11 | *.jar
12 | *.rar
13 | *.zip
14 | *.gz
15 | *.tgz
16 | *.bzip
17 | *.bz2
18 | *.xz
19 | *.lzma
20 | *.cab
21 |
22 | # Packing-only formats
23 | *.iso
24 | *.tar
25 |
26 | # Package management formats
27 | *.dmg
28 | *.xpi
29 | *.gem
30 | *.egg
31 | *.deb
32 | *.rpm
33 | *.msi
34 | *.msm
35 | *.msp
36 |
37 | ### BitTorrent ###
38 | *.torrent
39 |
40 | ### C++ ###
41 | # Prerequisites
42 | *.d
43 |
44 | # Compiled Object files
45 | *.slo
46 | *.lo
47 | *.o
48 | *.obj
49 |
50 | # Precompiled Headers
51 | *.gch
52 | *.pch
53 |
54 | # Compiled Dynamic libraries
55 | *.so
56 | *.dylib
57 | *.dll
58 |
59 | # Fortran module files
60 | *.mod
61 | *.smod
62 |
63 | # Compiled Static libraries
64 | *.lai
65 | *.la
66 | *.a
67 | *.lib
68 |
69 | # Executables
70 | *.exe
71 | *.out
72 | *.app
73 |
74 | ### CodeBlocks ###
75 | # specific to CodeBlocks IDE
76 | *.layout
77 | *.depend
78 | # generated directories
79 | bin/
80 | obj/
81 |
82 | ### Executable ###
83 | *.bat
84 | *.cgi
85 | *.com
86 | *.gadget
87 | *.pif
88 | *.vb
89 | *.wsf
90 |
91 | ### MicrosoftOffice ###
92 | *.tmp
93 |
94 | # Word temporary
95 | ~$*.doc*
96 |
97 | # Word Auto Backup File
98 | Backup of *.doc*
99 |
100 | # Excel temporary
101 | ~$*.xls*
102 |
103 | # Excel Backup File
104 | *.xlk
105 |
106 | # PowerPoint temporary
107 | ~$*.ppt*
108 |
109 | # Visio autosave temporary files
110 | *.~vsd*
111 |
112 | ### NotepadPP ###
113 | # Notepad++ backups #
114 | *.bak
115 |
116 | ### Web ###
117 | *.asp
118 | *.cer
119 | *.csr
120 | *.css
121 | *.htm
122 | *.html
123 | *.js
124 | *.jsp
125 | *.php
126 | *.rss
127 | *.xhtml
128 |
129 | ### Windows ###
130 | # Windows thumbnail cache files
131 | Thumbs.db
132 | ehthumbs.db
133 | ehthumbs_vista.db
134 |
135 | # Dump file
136 | *.stackdump
137 |
138 | # Folder config file
139 | [Dd]esktop.ini
140 |
141 | # Recycle Bin used on file shares
142 | $RECYCLE.BIN/
143 |
144 | # Windows Installer files
145 | *.msix
146 |
147 | # Windows shortcuts
148 | *.lnk
149 |
150 | ### Linux ###
151 | *~
152 |
153 | # temporary files which can be created if a process still has a handle open of a deleted file
154 | .fuse_hidden*
155 |
156 | # KDE directory preferences
157 | .directory
158 |
159 | # Linux trash folder which might appear on any partition or disk
160 | .Trash-*
161 |
162 | # .nfs files are created when an open file is removed but is still being accessed
163 | .nfs*
164 |
165 | ### ArchLinuxPackages ###
166 | *.tar
167 | *.tar.*
168 | *.tgz
169 | *.log
170 | *.log.*
171 | *.sig
172 |
173 | pkg/
174 | src/
175 |
--------------------------------------------------------------------------------
/LICENSE:
--------------------------------------------------------------------------------
1 | Creative Commons Legal Code
2 |
3 | CC0 1.0 Universal
4 |
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6 | LEGAL SERVICES. DISTRIBUTION OF THIS DOCUMENT DOES NOT CREATE AN
7 | ATTORNEY-CLIENT RELATIONSHIP. CREATIVE COMMONS PROVIDES THIS
8 | INFORMATION ON AN "AS-IS" BASIS. CREATIVE COMMONS MAKES NO WARRANTIES
9 | REGARDING THE USE OF THIS DOCUMENT OR THE INFORMATION OR WORKS
10 | PROVIDED HEREUNDER, AND DISCLAIMS LIABILITY FOR DAMAGES RESULTING FROM
11 | THE USE OF THIS DOCUMENT OR THE INFORMATION OR WORKS PROVIDED
12 | HEREUNDER.
13 |
14 | Statement of Purpose
15 |
16 | The laws of most jurisdictions throughout the world automatically confer
17 | exclusive Copyright and Related Rights (defined below) upon the creator
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40 | 1. Copyright and Related Rights. A Work made available under CC0 may be
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62 |
63 | 2. Waiver. To the greatest extent permitted by, but not in contravention
64 | of, applicable law, Affirmer hereby overtly, fully, permanently,
65 | irrevocably and unconditionally waives, abandons, and surrenders all of
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79 |
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/cfg/arminc/audio.cfg:
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1 | // Sound volume.
2 | // Default: 1
3 | volume "0.64"
4 |
5 | // Select Headphone EQ Preset.
6 | // Default: 0
7 | //
8 | // >> Changes overall sound coloration. Can help offset sound coloration
9 | // caused by various hardware and software combinations.
10 | //
11 | // <> >> Values:
12 | // 0: Natural;
13 | // No additional coloration.
14 | //
15 | // 1: Crisp;
16 | // Enhances mid and high frequency bands. Can help with sound localization
17 | // and reduce muffling. May sound harsh in certain situations.
18 | //
19 | // 2: Smooth;
20 | // Reduces mid to high frequencies. Can help reduce harshness, volume
21 | // spikes, and ear fatigue during long play sessions. Ideal for studio
22 | // grade headphones and players that listen at louder volumes.
23 | snd_headphone_eq "0"
24 |
25 | // L/R isolation.
26 | // Default: 0
27 | //
28 | // <> >> Values:
29 | // 0: Physically Accurate;
30 | // Physically modeled sound panning behavior most
31 | // accurately reflecting the emitter position.
32 | // /\
33 | // ||
34 | // \/
35 | //
36 | // 1: Isolated L/R;
37 | // Sound emitters that are directly to the side of the player will be hard panned with
38 | // minimal blending into the opposite L/R channel. This provides a strong sense of
39 | // left vs. right but can be positionally misleading at certain angles to the
40 | // listener. For players who prefer legacy sound panning behaviour.
41 | //
42 | // A higher value directs sounds proportionally to come exclusively from a certaindirection,
43 | // in a binary manner, while lower values reverberate the sound in a natural 3D way.
44 | snd_spatialize_lerp "0.5"
45 |
46 | // Perspective correction for 3D audio.
47 | // Default: 1
48 | //
49 | // <> >> Values:
50 | // 0: Disabled;
51 | // Sound emitters at the edge of the field of view will sound strongly
52 | // panned to either L or R respectively. Ideal for those who play very close to
53 | // the screen, or use wearable screens, or players that prefer legacy sound
54 | // engines. Can be positionally misleading at ceratin angles to the listener.
55 | //
56 | // 1: Enabled;
57 | // Sound sources will be rendered accurately with respect to the
58 | // field of view when looking at the pc screen. Sound emitters
59 | // that are on the edge of the field of view will sound slightly
60 | // in front. Sound emitters that are off-screen and directly to
61 | // the side will sound fully panned to either L or R respectively.
62 | snd_steamaudio_enable_perspective_correction "1"
63 |
64 | // Adjust overall volume (dB) of the output from Steam Audio Reverb processor.
65 | // Default: -3
66 | snd_steamaudio_reverb_level_db "-3"
67 |
68 | // Automatic buffer latency detection (requires driver support).
69 | // Default: 1
70 | //
71 | // Disabling it may induce undesirable effects such as audio dropouts.
72 | snd_autodetect_latency "1"
73 |
74 | // Regulates the time given to the audio system to process sound.
75 | // Default: 0.001
76 | //
77 | // Any higher value may bug the sound.
78 | snd_mixahead "0.001"
79 |
80 | // Relative volume of the main menu music.
81 | // Default: 0.04
82 | snd_menumusic_volume "0.04"
83 |
84 | // Volume of background sounds for maps.
85 | // Default: 1.0
86 | snd_menumap_volume "0.8"
87 |
88 | // Relative volume of round start music.
89 | // Default: 0
90 | snd_roundstart_volume "0"
91 |
92 | // Relative volume of round end music.
93 | // Default: 0.16
94 | snd_roundend_volume "0"
95 |
96 | // Relative volume of map objective music.
97 | // Default: 0.0225
98 | snd_mapobjective_volume "0"
99 |
100 | // Relative volume of the death camera music.
101 | // Default: 0.16
102 | snd_deathcamera_volume "0"
103 |
104 | // Relative volume of ten second warning music.
105 | // Default: 0.0225
106 | //
107 | // Helps as a timer mechanism to know when the bomb explodes, thus knowing if there is time to defuse.
108 | snd_tensecondwarning_volume "0.12"
109 |
110 | // Relative volume of the MVP music.
111 | // Default: 0.16
112 | snd_mvp_volume "0.12"
113 |
114 | // Mute MVP music if players from both teams are still alive.
115 | // Default: 0
116 | //
117 | // Helps to hear steps after the round ended.
118 | snd_mute_mvp_music_live_players "1"
119 |
120 | // Disables the game sound when the game loses focus (tabbed out).
121 | // Default: 1
122 | snd_mute_losefocus "1"
123 |
124 | // Volume of sounds in tools (e.g. Hammer, SFM)
125 | // Default: 1
126 | //
127 | // May be used in combination with the command 'play'.
128 | snd_toolvolume "0.3"
129 |
130 | // Embedded stream audio volume.
131 | // Default: 0
132 | cl_embedded_stream_audio_volume "0"
133 |
134 | // Multiply embedded stream audio volume via master volume
135 | // Default: 1
136 | cl_embedded_stream_audio_volume_xmaster "1"
137 |
138 | // Volume level of incoming voice.
139 | // Default: 1
140 | //
141 | // >> Overall volume of voice over IP.
142 | // Adjusts the overall volume of all voice communication in the game.
143 | snd_voipvolume "0.72"
144 |
145 | // Block all communication from players on the enemy team.
146 | // Default: 0
147 | cl_mute_enemy_team "0"
148 |
149 | // Only allow communication from friends and matchmaking party members.
150 | // Default: 0
151 | //
152 | // >> Block communication from everyone except friend players or players in the matchmaking party.
153 | //
154 | // <> Values:
155 | // 0: Disabled
156 | // 1: Apply for non-competitive game modes.
157 | // 2: Apply for all modes.
158 | cl_mute_all_but_friends_and_party "0"
159 |
160 | // Silence voice and other distracting sounds until the end of round or next death.
161 | // Default: 0
162 | cl_clutch_mode "0"
163 |
164 | // Listen to the connected device through the microphone jack.
165 | // Default: 0
166 | //
167 | // <-> If a microphone is connected, a feedback sound will play (mirrored sound).
168 | voice_loopback "0"
169 |
170 | // Microphone sensitivity (decibel threshold) when using voice activation instead of 'Push-to-talk'.
171 | // Default: -120
172 | //
173 | // <-> Sound level required to pick up sound.
174 | voice_threshold "-110"
175 |
176 | // Toggle the microphone.
177 | // Default: 1
178 | voice_modenable "1"
179 |
180 | // Opens the VOIP audio input stream when the application launches.
181 | // Default: 0
182 | //
183 | // >> Open recording device when the game starts, instead of the first time the mic is used.
184 | // Could potentially solve the microphone transmission issue.
185 | voice_always_sample_mic "0"
186 |
187 | // Default device used for voice capture.
188 | // Default: 0
189 | voice_device_override "0"
190 |
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/cfg/arminc/bind.cfg:
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1 | // Remove all existing binds.
2 | unbindall
3 |
4 | // Updates game keyboard layout to the current Windows keyboard setting.
5 | key_updatelayout
6 |
7 | // Send keyboard input directly to the game engine without being processed by the operating system.
8 | // Default: 0
9 | //
10 | // It may have unintended behavior, where the character moves randomly, the bindings are inverted, or even force-enabled.
11 | // If playing on a 3rd party esport platform or experiencing other input bugs, enabling it may mitigate the issues.
12 | // May cause conflicts with the 3rd party clients.
13 | cl_input_enable_raw_keyboard "0"
14 |
15 | // Bind keys based on keyboard position instead of key name.
16 | // Default: 1
17 | //
18 | // A scancode is the physical representation of a key on the keyboard, independent of language and keyboard mapping.
19 | input_button_code_is_scan_code_scd "1"
20 |
21 | // Slot binds.
22 | bind "scancode30" "slot1" // [1] Equip: Primary weapon.
23 | bind "scancode31" "slot2" // [2] Equip: Secondary weapon (pistols).
24 | bind "scancode32" "slot3" // [3] Equip: Knife, Zeus or Hands (dangerzone).
25 | bind "scancode33" "slot4" // [4] Equip: Grenades [cycle] (same as 'invnextgrenade').
26 | bind "scancode34" "slot5" // [5] Equip: C4 Explosive or Medi-Shot.
27 | bind "scancode35" "slot6" // [6] Equip: High Explosive Grenade or Snowball.
28 | bind "scancode36" "slot7" // [7] Equip: Flashbang.
29 | bind "scancode37" "slot8" // [8] Equip: Smoke Grenade.
30 | bind "scancode38" "slot9" // [9] Equip: Decoy Grenade.
31 | bind "scancode39" "slot10" // [0] Equip: Incendiary Grenade/Molotov.
32 |
33 | // Movement binds.
34 | bind "scancode4" "+left" // [a] Strafe left.
35 | bind "scancode7" "+right" // [d] Strafe right.
36 | bind "scancode22" "+back" // [s] Move back.
37 | bind "scancode26" "+forward" // [w] Move forward.
38 |
39 | bind "mouse_x" "yaw" // Controls the mouse screen movement on vertical axis.
40 | bind "mouse_y" "pitch" // Controls the mouse screen movement on horizontal axis.
41 |
42 | bind "x_axis" "rightleft" // Controls the screen movement on axis X.
43 | bind "y_axis" "!forwardback" // Controls the screen movement on axis Y.
44 | bind "u_axis" "yaw" // Controls the screen movement on vertical axis.
45 | bind "r_axis" "pitch" // Controls the screen movement on horizontal axis.
46 |
47 |
48 | // Chat binds.
49 | bind "scancode24" "messagemode2" // [y] Team messages (chat only with the team).
50 | bind "scancode28" "messagemode" // [u] Broadcast and Team messages (chat with all).
51 |
52 | // Radio binds.
53 | bind "scancode6" "radio3" // [c] Report radio message.
54 | bind "scancode27" "radio2" // [x] Standard radio message.
55 | bind "scancode29" "radio1" // [z] Command radio message.
56 | bind "scancode25" "+voicerecord" // [v] Activate the voice communication .
57 |
58 | // Other letter keys.
59 | bind "scancode5" "buymenu" // [b] Open the buy menu/tablet delivery (dangerzone) to buy weapons, grenades and equipment.
60 | bind "scancode8" "+use-beep" // [e] Execute actions with a beep sound (ex. open doors, pick up weapons, plant bomb etc.) {script}.
61 | bind "scancode9" "+lookatweapon" // [f] Inspect the weapon or lower the tablet (dangerzone).
62 | bind "scancode10" "drop" // [g] Drop the current weapon.
63 | bind "scancode11" "+radialradio" // [h] Radial radio menu {script}.
64 | bind "scancode12" "" // [i] -
65 | bind "scancode13" "+bomb-drop" // [j] Fast bomb drop {script}.
66 | bind "scancode14" "callvote" // [k] Open the vote menu.
67 | bind "scancode15" "observed-crosshair" // [l] Toggle observed player crosshair.
68 | bind "scancode16" "teammenu" // [m] Open the team selection menu and the tablet (dangerzone).
69 | bind "scancode17" "-attack" // [n] Manual Jump-Throw (used in conjunction with jump).
70 | bind "scancode18" "toggleradarscale" // [o] Toggles the display of alternative radar scale.
71 | bind "scancode19" "toggle spec_show_xray" // [p] Toggles the x-ray during spec.
72 | bind "scancode20" "+quick-switch" // [q] Quick switch the current weapon to knife/zeus and back {script}.
73 | bind "scancode21" "+reload" // [r] Reload the currently weapon.
74 | bind "scancode23" "+spray_menu" // [t] Open the spray menu to apply spray on the aimed surface.
75 |
76 |
77 | // Special keys.
78 | bind "scancode41" "cancelselect" // [esc] Open/close the game menu.
79 | bind "scancode43" "+scores-fps" // [tab] Shows the scoreboard or the tablet alongside the fps (dangerzone) {script}.
80 | bind "scancode57" "" // [capslock] -
81 | bind "scancode225" "+sprint" // [shift] Walk (slow; no sound).
82 | bind "scancode229" "" // [rshift]-
83 | bind "scancode224" "+duck" // [ctrl] Duck/Crouch; press before jumping for a long jump with ExoJump Boots (dangerzone).
84 | bind "scancode228" "" // [rctrl] -
85 | bind "scancode226" "+secondbinds" // [alt] Toggle the secondary set of keys {script}.
86 | bind "scancode230" "" // [ralt] -
87 | bind "scancode44" "+jump" // [space] Jump (dangerzone) {script}.
88 | bind "scancode40" "" // [enter] -
89 | bind "scancode42" "" // [backspace] -
90 | bind "scancode73" "" // [ins] -
91 | bind "scancode76" "sellbackall" // [del] Refund all the bought items during the round.
92 | bind "scancode74" "" // [home] -
93 | bind "scancode77" "" // [end] -
94 | bind "scancode75" "exec arminc/audio.cfg" // [pgup] Execute default audio settings (revert the sound).
95 | bind "scancode78" "volume 0" // [pgdn] Mute the sound.
96 | bind "scancode71" "" // [sclk] -
97 | bind "scancode72" "" // [pause] -
98 |
99 | // Punctuation keys.
100 | bind "scancode53" "toggleconsole" // [`] Open the developer console.
101 | bind "scancode54" "switchhands" // [,] Switch the primary hand of viewmodel.
102 | bind "scancode55" "" // [.] -
103 | bind "scancode56" "exec userconfig.cfg" // [/] Execute custom userconfig.cfg.
104 | bind "scancode51" "noclip" // [;] Toggle the ability to pass through the walls (sv_cheats required).
105 | bind "scancode52" "player_ping" // ['] Creates a visual pin effect wherever the crosshair is placed (can be used as macro bind).
106 | bind "scancode49" "" // [\] -
107 | bind "scancode47" "debug-hud" // ([) Enable visual (hud) debug {script}.
108 | bind "scancode48" "debug-console" // (]) Output debug informations in console {script}.
109 | bind "scancode45" "slot11" // [-] Equip: Zeus.
110 | bind "scancode46" "slot12" // [backspace] Equip: Medi-Shot.
111 |
112 | // Cursor control keys.
113 | bind "scancode82" "+forward" // [uparrow] Move forward.
114 | bind "scancode81" "+back" // [downarrow] Move back.
115 | bind "scancode80" "+turnleft" // [leftarrow] Rotate to left (counter-clockwise).
116 | bind "scancode79" "+turnright" // [rightarrow] Rotate to right (clockwise).
117 |
118 | // Mouse keys.
119 | bind "mwheelup" "+jump" // Jump at upper scroll.
120 | bind "mwheeldown" "+jump" // Jump at down scroll.
121 | bind "mouse1" "+attack" // Shoot, plant, inject medi-shot, cycle forward and do hand jab [fast punch] (dangerzone).
122 | bind "mouse2" "+attack2" // Zoom, toggle silencer/brust, cycle backward and do hand cross [charged punch] (dangerzone).
123 | bind "mouse3" "" // -
124 | bind "mouse4" "player_ping" // Creates a visual pin effect wherever the crosshair is placed.
125 | bind "mouse5" "+secondbinds" // Toggle the secondary set of keys {script}.
126 |
127 | // Function keys.
128 | bind "scancode58" "" // [f1] -
129 | bind "scancode59" "" // [f2] -
130 | bind "scancode60" "autobuy" // [f3] Enable/Disable Auto-buy at deathmatch gamemode.
131 | bind "scancode61" "afk-move" // [f4] Toggle the AFK auto walk in a counter-clockwise circle movement {script}.
132 | bind "scancode62" "clutch_mode_toggle; select" // [f5] Toggle the clutch mode (silence the teammates until next round or death) {uses audio effect}.
133 | bind "scancode63" "mute-enemy-team" // [f6] Toggle enemy team communication (disables the enemy chat too) {script}.
134 | bind "scancode64" "ignore-messages" // [f7] Toggle chat messages (disables the messages of - 1: enemy, 2: enemy & team, 3: all) {script}.
135 | bind "scancode65" "ignore-radio" // [f8] Toggle the radio messages {script}.
136 | bind "scancode66" "fixer" // [f9] Execute the Fixer which may fix graphical glitches, sound glitches, hud bugs etc. {script}.
137 | bind "scancode67" "" // [f10] -
138 | bind "scancode68" "" // [f11] -
139 | bind "scancode69" "" // [f12] -
140 |
141 | // Numeric keypad keys.
142 | //
143 | // <> Items aliases:
144 | // Pistols: glock, hkp2000, usp_silencer, elite, p250, tec9, fn57, deagle { (I) CZ75-Auto -> 'tec9', 'fn57'; (II) R8 Revolver -> 'deagle' }
145 | // Rifles: galilar, famas, ak47, m4a1, m4a1_silencer, ssg08, aug, sg556, awp, scar20, g3sg1 { (I) M4A4, M4A1-S, AK-47 -> 'm4a1', 'm4a1_silencer', 'ak47' }
146 | // Heavies: nova, xm1014, mag7, m249, negev { (I) Sawed-Off -> 'mag7' }
147 | // SMGs: mac10, mp9, mp7, ump45, p90, bizon { (I) MP5-SD -> 'mp7' }
148 | // Equipment: vest, vesthelm, taser, defuser, heavyarmor
149 | // Grenades: molotov, incgrenade, decoy, flashbang, hegrenade, smokegrenade, tagrenade
150 | //
151 | // <> Default loadout list (up-bottom order):
152 | // Equipment: vest, vesthelm, taser, defuser
153 | // Pistols: hpk2000/usp_silencer/glock, elite, p250, fn57/tec9, deagle
154 | // Mid-Tier: nova, xm1041, mp5sd, p90, mp9/mac10
155 | // Rifles: famag/galilar, m4a1/m4a1_silencer/ak47, ssg08, aug/sg556, awp
156 | // Grenades: flashbang, smokegrenade, hegrenade, incgrenade, decoy
157 | //
158 | // An item which has a different name in the other team, can be bought via the other team-side alias.
159 | // After buying the items, the knife will be automatically equipped for an easier spawn run.
160 | bind "scancode83" "" // [numlock] -
161 | bind "scancode84" "buy hegrenade; slot3" // [/] Buy: High Explosive Grenade.
162 | bind "scancode85" "buy flashbang; slot3" // [*] Buy: Flashbang.
163 | bind "scancode86" "buy smokegrenade; slot3" // [-] Buy: Smoke Grenade.
164 | bind "scancode87" "buy incgrenade; slot3" // [+] Buy: Incendiary Grenade/Molotov.
165 | bind "scancode88" "buy defuser; slot3" // [enter] Buy: Defuse Kit.
166 | bind "scancode99" "buy vest; slot3" // [.] Buy: Kevlar Vest.
167 | bind "scancode98" "buy vesthelm; slot3" // [0] Buy: Kevlar Vest + Helmet.
168 | bind "scancode89" "buy secondary1; slot3" // [1] Buy: Pistol 2 (starting from 'Other pistols' category).
169 | bind "scancode90" "buy secondary2; slot3" // [2] Buy: Pistol 3.
170 | bind "scancode91" "buy secondary3; slot3" // [3] Buy: Pistol 4.
171 | bind "scancode92" "buy midtier0; slot3" // [4] Buy: Mid-Tier 1.
172 | bind "scancode93" "buy midtier1; slot3" // [5] Buy: Mid-Tier 2.
173 | bind "scancode94" "buy midtier2; slot3" // [6] Buy: Mid-Tier 3.
174 | bind "scancode95" "buy rifle0; slot3" // [7] Buy: Rifle 1.
175 | bind "scancode96" "buy rifle1; slot3" // [8] Buy: Rifle 2.
176 | bind "scancode97" "buy rifle2; slot3" // [9] Buy: Rifle 3.
177 |
178 | // Radial radio.
179 | cl_radial_radio_tab_0_text_1 "#Chatwheel_midplan" // Ping middle.
180 | cl_radial_radio_tab_0_text_2 "#Chatwheel_bplan" // Ping site B.
181 | cl_radial_radio_tab_0_text_3 "#Chatwheel_oneenemyhere" // Ping 'one enemy' spoted.
182 | cl_radial_radio_tab_0_text_4 "#Chatwheel_requestplan" // Ask the game plan.
183 | cl_radial_radio_tab_0_text_5 "#Chatwheel_requestweapon" // Request weapon.
184 | cl_radial_radio_tab_0_text_6 "#Chatwheel_rotatetome" // Call the teammates rotation.
185 | cl_radial_radio_tab_0_text_7 "#Chatwheel_heardnoise" // Call a noise.
186 | cl_radial_radio_tab_0_text_8 "#Chatwheel_aplan" // Ping site A.
187 |
188 | // Prevent buy wheel from purchasing via number keys.
189 | // Default: 0
190 | cl_buywheel_nonumberpurchasing "1"
191 |
192 | // Zoom button hold.
193 | // Default: 1
194 | //
195 | // >> Holding the zoom button should heave as if it was pressed repetedly.
196 | //
197 | // <> Values:
198 | // 0: Repetitive zoom.
199 | // 1: One click.
200 | cl_debounce_zoom "0"
201 |
202 | // Detach silencer on supported weapons.
203 | // Default: 0
204 | //
205 | // >> Removal of silencers on the M4A1-S and USP-S.
206 | //
207 | // <> Values:
208 | // 0: Cannot detach.
209 | // 1: Press secondary fire to detach.
210 | cl_silencer_mode "1"
211 |
212 | // Pressing the +use key will open the buy menu if in a buy zone (just as if the 'buy' key is pressed).
213 | // Default: 1
214 | cl_use_opens_buy_menu "0"
215 |
216 | // The type of binding which enables mouse selection in the scoreboard.
217 | // Default: +attack2
218 | cl_scoreboard_mouse_enable_binding "+attack2"
219 |
220 | // Set the key to use for donation in the buy menu.
221 | // Default: 0
222 | //
223 | // <> Values:
224 | // 0: Left Control.
225 | // 1: Left Alt.
226 | // 2: Left Shift.
227 | cl_buywheel_donate_key "0"
228 |
229 | // Duck toggle.
230 | // Default: 0
231 | //
232 | // <> Values:
233 | // 0: Hold to duck.
234 | // 1: Press to toggle duck.
235 | option_duck_method "0"
236 |
237 | // Walk toggle.
238 | // Default: 0
239 | //
240 | // <> Values:
241 | // 0: Hold to walk.
242 | // 1: Press to toggle walk.
243 | option_speed_method "0"
244 |
245 | // Auto-deploy parachute if fall speed exceeds lethal limit.
246 | // Default: 1
247 | cl_parachute_autodeploy "1"
248 |
249 | // When tapping the radial radio button, leave a ping if nothing is selected within the time in seconds set in 'cl_radial_menu_tap_duration'.
250 | // Default: 1
251 | cl_radial_radio_tap_to_ping "1"
252 |
253 | // Joystick game engine controller support.
254 | // Default: 0
255 | joystick "0"
256 |
257 | // Joystick input recognition within the game.
258 | // Default: 0
259 | cl_joystick_enabled "0"
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/cfg/arminc/crosshair.cfg:
--------------------------------------------------------------------------------
1 | // Toggle the crosshair.
2 | // Default: 1
3 | crosshair "1"
4 |
5 | // Crosshair type.
6 | // Default: 2
7 | //
8 | // <> Values:
9 | // 0: Scaleform Default - Large dynamic Scaleform Crosshair (only cl_crosshaircolor can customize).
10 | // 1: Scaleform Small - Small static Scaleform Crosshair (only cl_crosshaircolor and cl_fixedcrosshairgap can customize).
11 | // 2: Classic - Crosshair is slighter dynamic when moving and gives separated feedback when firing (accurate spread feedback with a fixed inner).
12 | // 3: Classic Dynamic - Crosshair is very dynamic when moving and gives smooth feedback when firing (accurate spread feedback).
13 | // 4: Classic Static - Crosshair is static on movement and when firing weapons.
14 | // 5: Classic Dynamic '1.6' - Crosshair is static when moving and expands smoother when firing (fake recoil - inaccurate feedback).
15 | cl_crosshairstyle "4"
16 |
17 | // Follow recoil.
18 | // Default: 1
19 | //
20 | // >> Crosshair will leave the center of the screen to follow the weapon recoil pattern.
21 | cl_crosshair_recoil "0"
22 |
23 | // Length of crosshair lines.
24 | // Default: 10
25 | cl_crosshairsize "2.3"
26 |
27 | // Thickness of crosshair lines.
28 | // Default: 0.6
29 | //
30 | // Also, changes the size of the dot if 'cl_crosshairdot 1'.
31 | cl_crosshairthickness "0.5"
32 |
33 | // Center gap between crosshair lines.
34 | // Default: -2.2
35 | cl_crosshairgap "-3"
36 |
37 | // The gap will update dynamically based on which weapon is equipped.
38 | // Default: 1
39 | cl_crosshairgap_useweaponvalue "0"
40 |
41 | // How big to make the gap between the pips.
42 | // Default: 3
43 | //
44 | // Works only with 'cl_crosshairstyle 1'.
45 | cl_fixedcrosshairgap "-2"
46 |
47 |
48 | // Dot in the center of the crosshair.
49 | // Default: 1
50 | //
51 | // Change size with cl_crosshairthickness.
52 | cl_crosshairdot "0"
53 |
54 | // T style crosshair.
55 | // Default: 0
56 | //
57 | // <-> Removes the upper crosshair line.
58 | // Works only with 'cl_crosshairstyle' from '2' to '5'.
59 | cl_crosshair_t "0"
60 |
61 | // Draws a black outline around the crosshair for better visibility.
62 | // Default: 1
63 | cl_crosshair_drawoutline "0"
64 |
65 | // Sets how thick it draws the crosshair outline.
66 | // Default: 1
67 | cl_crosshair_outlinethickness "2"
68 |
69 | // Transparency of corsshair lines.
70 | // Default: 1
71 | //
72 | // <> Values:
73 | // 0: Half transparent crosshair.
74 | // 1: Set transparency through 'cl_crosshairalpha'.
75 | cl_crosshairusealpha "1"
76 |
77 | // Transparency value of corsshair lines.
78 | // Default: 200
79 | //
80 | // <> Values:
81 | // 0: Complete transparent.
82 | // |
83 | // 255: Total solid.
84 | cl_crosshairalpha "250"
85 |
86 | // Sets crosshair color as defined in game_options.consoles.txt.
87 | // Default: 1
88 | //
89 | // <> Values:
90 | // Scaleform: 0=### 1=Green 2=Yellow 3=Blue 4=Cyan 5=Red
91 | // Classic: 0=Red 1=Green 2=Yellow 3=Blue 4=Cyan 5=Custom
92 | cl_crosshaircolor "1"
93 |
94 | // Color palette.
95 | //
96 | // Works only with 'cl_crosshaircolor 5'.
97 | // Also, affect the color of the ACOG dot (scoped in AUG/SG553).
98 | //
99 | // * RED
100 | // Default: 50
101 | cl_crosshaircolor_R "0"
102 | // * GREEN
103 | // Default: 250
104 | cl_crosshaircolor_G "255"
105 | // * BLUE
106 | // Default: 50
107 | cl_crosshaircolor_B "0"
108 |
109 | // Display enemy's name.
110 | // Default: 1
111 | //
112 | // A red text with an enemy name will appear if the crosshair is over their entity.
113 | hud_showtargetid "1"
114 |
115 | // Friend corsshair hover warning.
116 | // Default: 1
117 | //
118 | // <> Values:
119 | // 0: Disabled
120 | // 1: Only on default crosshair styles ('cl_crosshairstyle' - '0' or '1').
121 | // 2: Always enabled.
122 | cl_crosshair_friendly_warning "1"
123 |
124 | // Control the crosshair shown when observing a bot.
125 | // Default: 0
126 | //
127 | // <> Values:
128 | // 0: Show player crosshair.
129 | // 1: Show player crosshair only when bot can be taken over, otherwise show default.
130 | // 2: Always show default crosshair for bots.
131 | cl_observed_bot_crosshair "1"
132 |
133 | // ACOG filter alpha (scoped lens).
134 | // Default: 1
135 | //
136 | // <> Values:
137 | // 1.0: Full tint strength.
138 | // |
139 | // 0: No tint, clear view.
140 | cl_ironsight_filter_alpha "0"
141 |
142 | // ACOG dot color channel (scoped lens crosshair).
143 | // Default: 0.3
144 | //
145 | // <> Values:
146 | // 1.0: Saturated white
147 | // |
148 | // 0: Saturated green
149 | cl_ironsight_min_channel_color "0"
150 |
151 | // Match ACOG dot color with the crosshair color.
152 | // Default: 0
153 | cl_ironsight_usecrosshaircolor "0"
154 |
155 | // Sniper scope cross lines width.
156 | // Default: 1
157 | //
158 | // <> Values:
159 | // 1: Single-pixel hairline.
160 | // >1: +1 extra width per number.
161 | cl_crosshair_sniper_width "1"
162 |
163 | // The ratio used to decide how long the inner and outer crosshair lines will be.
164 | // Default: 1
165 | //
166 | // Inner = cl_crosshairsize * (1 - cl_crosshair_dynamic_maxdist_splitratio)
167 | // Outer = cl_crosshairsize * cl_crosshair_dynamic_maxdist_splitratio
168 | //
169 | // Works only with cl_crosshairstyle '2'.
170 | cl_crosshair_dynamic_maxdist_splitratio "2"
171 |
172 | // The alpha modification that will be used for the inner crosshair lines once they've split.
173 | // Default: 0
174 | //
175 | // Works only with 'cl_crosshairstyle 2'.
176 | cl_crosshair_dynamic_splitalpha_innermod "0"
177 |
178 | // The alpha modification that will be used for the outer crosshair lines once they've split.
179 | // Default: 1
180 | //
181 | // Works only with 'cl_crosshairstyle 2'.
182 | cl_crosshair_dynamic_splitalpha_outermod "1"
183 |
184 | // The distance that the crosshair lines will split into 2 (when firing a weapon or during movement).
185 | // Default: 3
186 | //
187 | // Works only with 'cl_crosshairstyle 2'.
188 | cl_crosshair_dynamic_splitdist "3"
189 |
190 | // Display the customizable grenade crosshair when the player has a decoy grenade equipped.
191 | // Default: 1
192 | cl_grenadecrosshair_decoy "0"
193 |
194 | // Display the customizable grenade crosshair when the player has an explosive (HE) grenade equipped.
195 | // Default: 1
196 | cl_grenadecrosshair_explosive "1"
197 |
198 | // Display the customizable grenade crosshair when the player has a molotov/incendiary grenade equipped.
199 | // Default: 1
200 | cl_grenadecrosshair_fire "1"
201 |
202 | // Display the customizable grenade crosshair when the player has a flashbang equipped.
203 | // Default: 1
204 | cl_grenadecrosshair_flash "1"
205 |
206 | // Display the customizable grenade crosshair when the player has a smoke grenade equipped.
207 | // Default: 1
208 | cl_grenadecrosshair_smoke "1"
209 |
210 | // Retain the usual crosshair while holding a grenade (otherwise replace it with a specific grenade lineup crosshair).
211 | // Default: 1
212 | cl_grenadecrosshair_keepusercrosshair "0"
213 |
214 | // Adjust the timing of the customizable grenade crosshair, which affects how quickly after pulling the decoy pin, the crosshair reflects the change.
215 | // Default: 2
216 | cl_grenadecrosshairdelay_decoy "2"
217 |
218 | // Adjust the timing of the customizable grenade crosshair, which affects how quickly after pulling the explosive (HE) pin, the crosshair reflects the change.
219 | // Default: 2
220 | cl_grenadecrosshairdelay_explosive "2"
221 |
222 | // Adjust the timing of the customizable grenade crosshair, which affects how quickly after pulling the molotov/incendiary pin, the crosshair reflects the change.
223 | // Default: 2
224 | cl_grenadecrosshairdelay_fire "2"
225 |
226 | // Adjust the timing of the customizable grenade crosshair, which affects how quickly after pulling the flashbang pin, the crosshair reflects the change.
227 | // Default: 2
228 | cl_grenadecrosshairdelay_flash "2"
229 |
230 | // Adjust the timing of the customizable grenade crosshair, which affects how quickly after pulling the smoke pin, the crosshair reflects the change.
231 | // Default: 2
232 | cl_grenadecrosshairdelay_smoke "2"
--------------------------------------------------------------------------------
/cfg/arminc/hud.cfg:
--------------------------------------------------------------------------------
1 | // Allows the console to be activated.
2 | // Default: 0
3 | con_enable "1"
4 |
5 | // Set developer message level.
6 | // Default: 0
7 | developer "1"
8 |
9 | // Disable community server message.
10 | // Default: 0
11 | //
12 | // It's a simple TIP message.
13 | player_nevershow_communityservermessage "1"
14 |
15 | // Scales HUD elements.
16 | // Default: 1
17 | //
18 | // >> Adjust the size of all HUD elements.
19 | hud_scaling "1"
20 |
21 | // Set the color of HUD elements.
22 | // Default: 0
23 | //
24 | // <> Values:
25 | // 0: Team color
26 | // 1: White
27 | // 2: Bright white
28 | // 3: Light Blue
29 | // 4: Blue
30 | // 5: Purple
31 | // 6: Red
32 | // 7: Orange
33 | // 8: Yellow
34 | // 9: Green
35 | // 10: Aqua
36 | // 11: Pink
37 | // 12: Teammate color
38 | //
39 | // >> The color applies to selected parts of the HUD, including health, armor and ammo.
40 | cl_hud_color "9"
41 |
42 | // Preferred teammate color.
43 | // Default: 1
44 | //
45 | // <> Values:
46 | // 0: Yellow
47 | // 1: Purple
48 | // 2: Green
49 | // 3: Blue
50 | // 4: Orange
51 | //
52 | // It is the assigned player's color on the radar and on the Steam avatar.
53 | cl_color "2"
54 |
55 | // Make weapon icons in the hud glow with their rarity color.
56 | // Default: 0
57 | cl_weapon_selection_rarity_color "1"
58 |
59 | // Hide names and avatars of muted players.
60 | // Default: 1
61 | cl_sanitize_muted_players "0"
62 |
63 | // Replace names of other players with something non-offensive.
64 | // Default: 0
65 | //
66 | // >> Change names of players not on your friends list to something neutral.
67 | // Recommended for streaming (in compliance with GDPR).
68 | // It doesn't apply to friends.
69 | cl_sanitize_player_names "0"
70 |
71 | // Hide avatar images for other players.
72 | // Default: 0
73 | //
74 | // <> Values:
75 | // 0: Disabled
76 | // 1: Block all
77 | // 2: Block all but friends
78 | //
79 | // Recommended for streaming (GDPR bypass).
80 | cl_hide_avatar_images "0"
81 |
82 | // Enable in-game animated avatars.
83 | // Default: 1
84 | //
85 | // May reduce performance.
86 | cl_allow_animated_avatars "0"
87 |
88 | // Determines how to display players in the HUD.
89 | // Default: 0
90 | //
91 | // <> Values:
92 | // 0: Display the Steam avatars of everyone on both teams.
93 | // 1: Only display the count of alive players during an active game session (ex. not during freeze).
94 | cl_teamcounter_playercount_instead_of_avatars "1"
95 |
96 | // Set the scale of the radar HUD element.
97 | // Default: 1
98 | //
99 | // <-> Adjusts the size of the radar relative to other HUD elements.
100 | cl_hud_radar_scale "1.15"
101 |
102 | // Adjust the transparency level of the radar background in the HUD.
103 | // Default: 0.627
104 | cl_hud_radar_background_alpha "1"
105 |
106 | // Blend hud radar map additively on top of background.
107 | // Default: 1
108 | //
109 | // >> Blend the radar hud map colors with the background environment.
110 | // By disabling, will result in intense colored elevations shading.
111 | // Can be seen only with a lower 'cl_hud_radar_background_alpha' value.
112 | cl_hud_radar_map_additive "1"
113 |
114 | // Set the scale of the radar interior display.
115 | // Default: 0.7
116 | //
117 | // >> Map zoom impacts the amount of the map that is visible on the radar.
118 | cl_radar_scale "0.4"
119 |
120 | // Sets the alternate radar display scale.
121 | // Default: 1
122 | cl_radar_scale_alternate "1"
123 |
124 | // Set the minimum icon scale.
125 | // Default: 0.6
126 | cl_radar_icon_scale_min "0.7"
127 |
128 | // Center the radar around the player.
129 | // Default: 1
130 | //
131 | // >> Toggles between a radar that is centered around the player or best fit.
132 | cl_radar_always_centered "0"
133 |
134 | // Rotate the radar in the direction the player is facing.
135 | // Default: 1
136 | //
137 | // >> Toggles between a radar that rotates and radar with a fixed orientation.
138 | //
139 | // <> Values:
140 | // 0: Always face north.
141 | // 1: Rotate based on where the character is facing.
142 | cl_radar_rotate "1"
143 |
144 | // Player pinging.
145 | // Default: 0
146 | //
147 | // <> Values:
148 | // 0: Visible with sounds.
149 | // 1: Visible and silent.
150 | // 2: Disabled
151 | cl_player_ping_mute "0"
152 |
153 | // {Dangerzone}
154 | // Set tablet's map display mod.
155 | // Default: 1
156 | //
157 | // >> Toggles between a tablet map that rotates and a tablet map with a fixed orientation.
158 | //
159 | // <> Values:
160 | // 1: Rotate based on where the character is facing.
161 | // 2: Always face north.
162 | // 3: The map is centered and rotates.
163 | cl_tablet_mapmode "1"
164 |
165 | // The radar will toggle to a square when the scoreboard is visible.
166 | // Default: 1
167 | //
168 | // >> Toggles the radar to a square and display the whole map when the scoreboard is visible.
169 | cl_radar_square_with_scoreboard "0"
170 |
171 | // {Dangerzone}
172 | // Set the compass to appear at the top of the screen.
173 | // Default: 1
174 | cl_compass_enabled "1"
175 |
176 | // Force draw deathnotices.
177 | // Default: 0
178 | //
179 | // <> Values:
180 | // -1: Force no deathnotices.
181 | // 0: Disabled
182 | // 1: Draw deathnotices even if the HUD is disabled.
183 | //
184 | // Works only with 'cl_drawhud 0' (cheat protected).
185 | cl_drawhud_force_deathnotices "0"
186 |
187 | // Force draw radar.
188 | // Default: 0
189 | //
190 | // <> Values:
191 | // -1: Force no radar.
192 | // 0: Disabled
193 | // 1: Draw radar even if the HUD is disabled.
194 | //
195 | // Works only with 'cl_drawhud 0' (cheat protected).
196 | cl_drawhud_force_radar "0"
197 |
198 | // Force draw teamid overhead.
199 | // Default: 0
200 | //
201 | // <> Values:
202 | // -1: Force no teamid.
203 | // 0: Disabled
204 | // 1: Draw teamid even if the HUD is disabled.
205 | //
206 | // Works only with 'cl_drawhud 0' (cheat protected).
207 | cl_drawhud_force_teamid_overhead "0"
208 |
209 | // Show team overhead id in teammate color.
210 | // Default: 1
211 | cl_teamid_overhead_colors_show "1"
212 |
213 | // For drawing only the crosshair and death notices (used for moviemaking).
214 | // Default: 0
215 | //
216 | // Useful for CS:GO fragmovie makers.
217 | // It improves the frame rates.
218 | cl_draw_only_deathnotices "0"
219 |
220 | // The clan name will show next to player names in the death notices.
221 | // Default: 1
222 | cl_show_clan_in_death_notice "0"
223 |
224 | // Vote screens when observing.
225 | // Default: 1
226 | //
227 | // <> Values:
228 | // 0: Does not allow spectators to see the vote menu.
229 | // 1: Allows spectators to see the vote menu.
230 | cl_drawhud_specvote "1"
231 |
232 | // Show the crosshair of the player being observed.
233 | // Default: 1
234 | //
235 | // <> Values:
236 | // 0: Disabled
237 | // 1: Friends and party.
238 | // 2: Everyone
239 | //
240 | // May be toggled through 'observed-crosshair' script.
241 | cl_show_observer_crosshair "0"
242 |
243 | // Control the crosshair shown when observing a bot.
244 | // Default: 0
245 | //
246 | // <> Values:
247 | // 0: Show player crosshair
248 | // 1: Show player crosshair only when bot can be taken over, otherwise show default.
249 | // 2: Always show default crosshair for bots.
250 | cl_observed_bot_crosshair "1"
251 |
252 | // Always show team id over teammates.
253 | // Default: 3
254 | //
255 | // <> Values:
256 | // 0: Disabled
257 | // 1: Pips (through walls and smokes).
258 | // 2: Pips, name and health (permanent).
259 | // 3: Pips, name, health and equipment (permanent).
260 | //
261 | // The value '3' is the same as the '+cl_show_team_equipment' alias.
262 | cl_teamid_overhead_mode "2"
263 |
264 | // Controls the transparency of THE teammates' name tags when the crosshair is aimed near them.
265 | // Default: 0.5
266 | cl_teamid_overhead_fade_near_crosshair "0.7"
267 |
268 | // Set players on the team to have different colors on the radar and scoreboard.
269 | // Default: 1
270 | //
271 | // <> Values:
272 | // 0: Show teammates as same colors.
273 | // 1: Show teammates as different colors.
274 | // 2: Show teamamtes as different colors and put a letter of the color (for color blind peoples).
275 | cl_teammate_colors_show "1"
276 |
277 | // Alters the incorrect live/dead player record keeping.
278 | // Default: 0
279 | cl_scoreboard_survivors_always_on "0"
280 |
281 | // Displays in game lessons that teach new players.
282 | // Default: 0
283 | gameinstructor_enable "0"
284 |
285 | // Auto-help.
286 | // Default: 1
287 | //
288 | // <-> Show useful tips like weapon status change (ex. 'Switched to Burst Firemod').
289 | cl_autohelp "0"
290 |
291 | // Display the current loadout.
292 | // Default: 1
293 | //
294 | // <> Values:
295 | // 0: Hides after a short period.
296 | // 1: Always visible.
297 | cl_showloadout "1"
298 |
299 | // Draw fps meter.
300 | // Default: 0
301 | //
302 | // <> Values:
303 | // 0: Disabled
304 | // 1: FPS
305 | // 2: Smooth
306 | // 3: Server
307 | // 4: Show & Log to file.
308 | // 5: Thread and wait times.
309 | cl_showfps "0"
310 |
311 | // Force deathnotices.
312 | // Default: 0
313 | //
314 | // <> Values:
315 | // -1: Force no deathnotices.
316 | // 0: Default
317 | // 1: Draw deathnotices even if hud disabled.
318 | cl_drawhud_force_deathnotices "0"
319 |
320 | // Appending observer numbers to kill feed.
321 | // Default: 0
322 | //
323 | // <> Values:
324 | // 0: Default for no numbers.
325 | // 1: Just use observer numbers in death notices.
326 | // 2: append observer numbers in front of names in death notices.
327 | cl_deathnotices_show_numbers "0"
328 |
329 | // Force radar.
330 | // Default: 0
331 | //
332 | // <> Values:
333 | // -1: Force no radar.
334 | // 0: Default
335 | // 1: Draw radar even if hud disabled.
336 | cl_drawhud_force_radar "0"
337 |
338 | // Force teamid overhead.
339 | // Default: 0
340 | //
341 | // <> Values:
342 | // -1: Force no teamid.
343 | // 0: Default
344 | // 1: Draw teamid even if hud disabled.
345 | cl_drawhud_force_teamid_overhead "0"
346 |
347 | // Spectator vote UI.
348 | // Default: 1
349 | //
350 | // <> Values:
351 | // 0: Disables vote UI for spectators.
352 | // 1: Default
353 | cl_drawhud_specvote "1"
354 |
355 | // Save screenshots to Steam.
356 | // Default: 0
357 | //
358 | // Screenshots are automatically added to the Steam screenshot gallery.
359 | cl_steamscreenshots "0"
360 |
361 | // Use the left hand to hold the weapon in the game's view model.
362 | // Default: 0
363 | cl_prefer_lefthanded "0"
364 |
365 | // Viewmodel position.
366 | // Default: 1
367 | //
368 | // <> Values:
369 | // 1: Desktop = viewmodel_fov '60'; viewmodel_offset_x '1'; viewmodel_offset_y '1'; viewmodel_offset_z '-1'
370 | // 2: Couch = viewmodel_fov '54'; viewmodel_offset_x '0'; viewmodel_offset_y '0'; viewmodel_offset_z '0'
371 | // 3: Classic = viewmodel_fov '68'; viewmodel_offset_x '2.5'; viewmodel_offset_y '0'; viewmodel_offset_z '-1.5'
372 | //
373 | // Mixing the four commands from below ('viewmodel_offset') with presetpos is possible. Disable all of them to only use the preset position.
374 | // Value '0' will display an error because it can't recognize any preset but in reality it will use them (recognize custom values).
375 | viewmodel_presetpos "3"
376 |
377 | // Determines the angle of the player's view of the viewmodel.
378 | // Default: 60
379 | viewmodel_fov "68"
380 |
381 | // Determines the X axis of the viewmodel.
382 | // Default: 1
383 | //
384 | // Position: left <-> right
385 | // Higher values = further away from the screen center.
386 | viewmodel_offset_x "1.5"
387 |
388 | // Determines the Y axis of the viewmodel.
389 | // Default: 0
390 | //
391 | // Position: forward <-> back
392 | // Higher values = further away from the player.
393 | viewmodel_offset_y "0"
394 |
395 | // Determines the Z axis of the viewmodel.
396 | // Default: -1
397 | //
398 | // Position: up <-> down
399 | // Higher values = higher weapon holding position.
400 | viewmodel_offset_z "-2"
401 |
402 | // Toggles the visibility of first-person weapon tracers (bullets).
403 | // Default: 1
404 | //
405 | // >> Whether to render own bullets tracers locally.
406 | // >> Other players will still see the bullets.
407 | // It could help with the spray pattern but for some players it is distracting.
408 | r_drawtracers_firstperson "0"
409 |
410 | // Player will automatically receive a random weapon on spawn in deathmatch (otherwise, they will receive the last weapon).
411 | // Default: 1
412 | cl_dm_buyrandomweapons "0"
413 |
414 | // Automatically switch to spectate mode after clicking the 'Play Again' button in end of match screen.
415 | // Default: 0
416 | cl_dz_playagain_auto_spectate "0"
417 |
418 | // Show stats screen in spectator view.
419 | // Default: 1
420 | cl_spec_stats "1"
421 |
422 | // Toggle the visibility of the spectator bindings.
423 | // Default: 1
424 | cl_spec_show_bindings "1"
425 |
426 | // Map voting and spectator view use the raw number keys instead of the weapon binds (ex. slot1, slot2, etc).
427 | // Default: 1
428 | spec_usenumberkeys_nobinds "1"
429 |
430 | // Interpolation between observer targets.
431 | // Default: 1
432 | //
433 | // >> The spectator camera will smoothly interpolate to the next target when switching between players.
434 | cl_obs_interp_enable "1"
435 |
436 | // Do not receive chat messages from other Gotv spectators.
437 | // Default: 0
438 | tv_nochat "0"
439 |
440 | // Bypass secure challenge on TV port.
441 | // Default: 0
442 | tv_secure_bypass "0"
443 |
444 | // Auto-start Killer Replay when available.
445 | // Default: 1
446 | //
447 | // >> When available, Killer Replay will start automatically after death.
448 | spec_replay_autostart "0"
449 |
450 | // Spectator Gotv Replay when killed by a bot.
451 | // Default: 0
452 | spec_replay_bot "0"
453 |
454 | // The trailing time, in seconds, of replay past the event, including fade-out.
455 | // Default: 2
456 | spec_replay_winddown_time "2"
457 |
458 | // {Dangerzone}
459 | // Spectating groups.
460 | // Default: 1
461 | //
462 | // <> Values:
463 | // 0: Spectating numbers will be the default, as individual players.
464 | // 1: Group players into their teams for spectating.
465 | spec_dz_group_teams "1"
466 |
467 | // Show player outlines and name IDs through walls.
468 | // Default: 0
469 | spec_show_xray "1"
470 |
471 | // Lurking player xray glow scaling.
472 | // Default: 0.4
473 | spec_glow_silent_factor "0.4"
474 |
475 | // Time for the noisy player glow 'spike' to show that they made noise very recently.
476 | // Default: 0
477 | spec_glow_spike_time "0"
478 |
479 | // Time for the noisy players to stay at full brightness.
480 | // Default: 1
481 | spec_glow_full_time "1"
482 |
483 | // Time to decay glow from '1.0' to 'spec_glow_silent_factor' after 'spec_glow_full_time'.
484 | // Default: 2
485 | spec_glow_decay_time "2"
486 |
487 | // UI mode for demo playback.
488 | // Default: 3
489 | //
490 | // <> Values:
491 | // 1: Disabled
492 | // 2: Minimal
493 | // 3: Full
494 | demo_ui_mode "3"
495 |
496 | // << DISABLED >>
497 | // Disable the pop-up warning for new drivers.
498 | // Default: 0
499 | // cl_graphics_driver_warning_dont_show_again "0"
500 |
501 | // << DISABLED >>
502 | // Disable the pop-up warning for Variable Refresh Rate (VRR) settings.
503 | // Default: 0
504 | // cl_vrr_recommendation_dont_show_again "0"
505 |
506 | // << DISABLED >>
507 | // Disable the pop-up warning for refresh rate value.
508 | // Default: 0
509 | // cl_refresh_rate_recommendation_dont_show_again "0"
510 |
511 | // << DISABLED >>
512 | // Disable the pop-up warning for VSync settings.
513 | // Default: 0
514 | // cl_low_latency_vsync_recommendation_dont_show_again
515 |
516 | // << DISABLED >>
517 | // Disable the pop-up warning for Variable Refresh Rate (VRR).
518 | // Default: 0
519 | // cl_vrr_recommendation_dont_show_again "0"
520 |
521 | // Steam overlay notification position.
522 | // Default: bottomleft
523 | //
524 | // <> Values:
525 | // topleft: Display notifications at the top left corner (disadvantage: overlap the radar).
526 | // topright: Display notifications at the top right corner (disadvantage: overlap the kill feed).
527 | // bottomleft: Display notifications at the bottom left corner (disadvantage: overlap the hp and armor bar).
528 | // bottomright: Display notifications at the top right corner (disadvantage: overlap the ammo bar).
529 | ui_steam_overlay_notification_position "topright"
530 |
531 | // Steam overlay notification position horizontal offset.
532 | // Default: 0
533 | ui_steam_overlay_notification_position_horz "0"
534 |
535 | // Steam overlay notification position vertical offset.
536 | // Default: 0
537 | ui_steam_overlay_notification_position_vert "0"
538 |
539 | // << DISABLED >>
540 | // Current clan ID for name decoration.
541 | // Default: ""
542 | // cl_clanid ""
543 |
544 | // Show in the HUD the modern frame rate and FPS meter.
545 | // Default: 1
546 | //
547 | // >> Outputs the worst recent frame time in milliseconds, and the current average frames per second.
548 | //
549 | // <> Values:
550 | // 0: Disabled
551 | // 1: Only if the threshold is hit.
552 | // 2: Always
553 | cl_hud_telemetry_frametime_show "0"
554 |
555 | // A frame rate that exceeds the predetermined threshold is considered as "poor".
556 | // Default: 100
557 | //
558 | // It signals the frame rate/fps meter in color red.
559 | //
560 | // <> Values:
561 | // [MIN] 1.0 ms: 1000 FPS
562 | // | 2.5 ms: 400 FPS
563 | // | 5.0 ms: 200 FPS
564 | // | 8.0 ms: 125 FPS
565 | // | 10.0 ms: 100 FPS
566 | // | 50.0 ms: 50 FPS
567 | // [MAX] 100.0 ms: 10 FPS
568 | cl_hud_telemetry_frametime_poor "100"
569 |
570 | // Show percentage of user commands & server snapshots that are missed due to network conditions.
571 | // Default: 1
572 | //
573 | // >> Outputs the precentage of packets lost or delivered out-of-order. The rate in each direction upstream to
574 | // the server and downstream from the server) is displayed. Out-of-order delivery can often be automatically
575 | // corrected. The set value will only include misdeliveries that are not automatically corrected.
576 | //
577 | // <> Values:
578 | // 0: Disabled
579 | // 1: Only if the threshold is hit.
580 | // 2: Always
581 | cl_hud_telemetry_net_misdelivery_show "0"
582 |
583 | // A packet delivery anomaly rate that exceeds the predetermined threshold is considered as "poor".
584 | // Default: 5
585 | //
586 | // >> Calculated as a precentage of packets misdelivered.
587 | cl_hud_telemetry_net_misdelivery_poor "5"
588 |
589 | // Show ping in the HUD.
590 | // Default: 1
591 | //
592 | // >> Outputs the round trip latency to the server, in milliseconds.
593 | //
594 | // <> Values:
595 | // 0: Disabled
596 | // 1: Only if the threshold is hit.
597 | // 2: Always
598 | cl_hud_telemetry_ping_show "0"
599 |
600 | // A ping rate that exceeds the predetermined threshold is considered as "poor".
601 | // Default: 100
602 | //
603 | // It signals the ping meter in color red.
604 | cl_hud_telemetry_ping_poor "60"
605 |
606 | // Show graph of the server recv margin in the HUD.
607 | // Default: 0
608 | //
609 | // <> Values:
610 | // 0: Disabled
611 | // 1: Only when there are command queue problems.
612 | // 2: Always
613 | //
614 | // >> It represents how early/late user commands are arriving at the server before they are executed.
615 | cl_hud_telemetry_serverrecvmargin_graph_show "0"
616 |
617 | // Show packet jitter and netframe loss/reordering in the HUD.
618 | // Default: 0
619 | //
620 | // <> Values:
621 | // 0: Disabled
622 | // 1: Only if the threshold is hit.
623 | // 2: Always
624 | cl_hud_telemetry_net_quality_graph_show "0"
625 |
626 | // Show breakdown network misdelivery (loss, late delivery, and peak jitter).
627 | // Default: 0
628 | //
629 | // <> Values:
630 | // 0: Disabled
631 | // 1: Only in poor network conditions.
632 | // 2: Always
633 | cl_hud_telemetry_net_detailed "0"
634 |
635 | // Print a message if network issues cause problems with server snapshots of user commands not being available when needed, if the percentage exceeds this value.
636 | // Default: 2
637 | //
638 | // <> Values:
639 | // 0: Always enabled.
640 | // 1-100: Enabled
641 | cl_ticks_net_print_threshold "2"
642 |
643 | // Generates a detailed dump report of the system's performance at the end of session.
644 | // Default: 1
645 | cl_frametime_summary_report_detailed "1"
646 |
647 | // The percentage of the screen height that is considered safe from overscan.
648 | // Default: 1
649 | //
650 | // <-> Defines the safe zone of the HUD (vertical).
651 | safezoney "1"
652 |
653 | // The percentage of the screen width that is considered safe from overscan.
654 | // Default: 1
655 | //
656 | // <-> Defines the safe zone of the HUD (horizontal).
657 | safezonex "0.97"
658 |
659 | // Main Menu Counter-Terrorist Agent loadout
660 | // Default: ""
661 | //
662 | // <> Values:
663 | // equipment1: Kevlar + Helmet
664 | // equipment2: Taser
665 | // equipment3: Defuse Kit
666 | // heavy5: Riot Shield
667 | ui_vanitysetting_loadoutslot_ct "heavy5"
668 |
669 | // Main Menu Terrorist Agent loadout
670 | // Default: ""
671 | //
672 | // <> Values:
673 | // equipment1: Kevlar + Helmet
674 | // equipment2: Taser
675 | // heavy5: Riot Shield
676 | ui_vanitysetting_loadoutslot_t "equipment1"
677 |
678 | // Default play mode.
679 | // Default: premier
680 | //
681 | // <> Values:
682 | // premier
683 | // competitive
684 | // wingman
685 | // casual
686 | // deathmatch
687 | // gungameprogressive
688 | ui_playsettings_mode_official_v20 "premier"
689 |
690 | // End of match - local player defeat animation
691 | // Default: 1
692 | eom_local_player_defeat_anim_enabled "1"
693 |
694 | // Show the build version in the left corner.
695 | // Default: 1
696 | //
697 | // When submitting bug feedback, such as screenshots, keep it enabled.
698 | r_show_build_info "0"
--------------------------------------------------------------------------------
/cfg/arminc/mouse.cfg:
--------------------------------------------------------------------------------
1 | // Mouse sensitivity.
2 | // Default: 1.25
3 | //
4 | // Sensitivity change per DPI = (current DPI * current sensitivity) / new DPI
5 | // Middle ground eDPI should typically average at 800.
6 | sensitivity "1.4"
7 |
8 | // Additional mouse sensitivity scale factor applied when FOV is zoomed in.
9 | // Default: 1
10 | //
11 | // <-> Sensitivity is lowered according to how much the field of view (FOV) gets narrowed by a weapon's script.
12 | //
13 | // Value '0.82' requires less mouse movement change on the part of the aimer. It is the correct focal length conversion.
14 | zoom_sensitivity_ratio "0.82"
15 |
16 | // Mouse pitch factor.
17 | // Default: 0.022
18 | //
19 | // Vertical speed sensitivity multiplier (Y-axis).
20 | m_pitch "0.022"
21 |
22 | // Mouse yaw factor speed sensitivity multiplier.
23 | // Default: 0.022
24 | //
25 | // <-> Horizontal speed sensitivity multiplier (X-axis).
26 | //
27 | // Doing an equal mouse movement between the two aspect ratios will grant the same turn in degrees as each other,
28 | // but the 4:3 will feel much different because that turn, which is exactly the same as the one on 16:9,
29 | // takes up a larger portion of the smaller FOV, thus making it seem like the cursor is moving faster and farther than it is.
30 | m_yaw "0.022"
--------------------------------------------------------------------------------
/cfg/arminc/network.cfg:
--------------------------------------------------------------------------------
1 | // Max bytes/sec the host can receive data.
2 | // Default: 786432
3 | //
4 | // >> Allows specifying game traffic bandwidth that online game servers are sent to the client during gameplay.
5 | // >> Lower bandwidth rate setting can help avoid packet loss if the Internet service provider or routers drop network packets.
6 | // >> Insufficient bandwidth rate can cause delayed network packets when the game server sends updates about players over the network to the client.
7 | //
8 | // <> Values:
9 | // [MIN] 0.7 Mbps: 98304
10 | // | 1.0 Mbps: 131072
11 | // | 1.5 Mbps: 196608
12 | // | 2.0 Mbps: 262144
13 | // | 2.5 Mbps: 327680
14 | // | 3.0 Mbps: 393216
15 | // | 4.0 Mbps: 524288
16 | // | 5.0 Mbps: 655360
17 | // | 6.0 Mbps: 786432
18 | // [MAX] 7.6 Mbps: 1000000
19 | //
20 | // The cvar value '1000000' wrongly reports the bandwidth in-game as "Extremely restricted" when in fact it should be the highest one.
21 | rate "1000000"
22 |
23 | // Number of ticks of delay for server snapshots and user commands.
24 | // Default: 0
25 | //
26 | // <> Values:
27 | // 0: Deactivates the entity interpolation. For a stable connection (near to none packet loss).
28 | // 1: Reduces entity interpolation times to a minimum. When experiencing a light loss or choke (light packet loss).
29 | // 2: Interpolate over 2 snapshots to avoid issues where one snapshot is dropped once in a while. When experiencing a heavy loss or choke (high packet loss).
30 | //
31 | // Common interpolation values calculated:
32 | // Tickrate 64: cl_interp_ratio 0 / cl_updaterate 64 = lerp 0.000 -> ~0.0ms interpolation time;
33 | // Tickrate 64: cl_interp_ratio 1 / cl_updaterate 64 = lerp 15.625 -> ~15.6ms interpolation time;
34 | // Tickrate 64: cl_interp_ratio 2 / cl_updaterate 64 = lerp 31.250 -> ~31.3ms interpolation time;
35 | //
36 | // Extrapolation is performed by a game client when it encounters a lack of information from the server and insufficient interpolation history
37 | // to estimate appropriate substitute values for the missing data. In such cases, the game client resorts to the least unfavorable option: it
38 | // assumes that all objects will maintain their current direction and move in a perfectly straight line. However, this simplistic assumption
39 | // rarely aligns with the actual movement of objects in reality. Consequently, when the next server update arrives, there are abrupt movements
40 | // as objects suddenly relocate to their intended positions, resulting in noticeable jerks.
41 | //
42 | // >> Buffer snapshots from the server and commands from the client.
43 | // >> It decreases the amount of stuttering caused by packet loss but increases the effective ping time.
44 | // >> Controls the value of 'cl_interp_ratio' and by default 'cl_interp', which should not be modified directly.
45 | // Unlike interp ratio modifier, which primarily affected interpolation of received data, this also directly increases input latency by the number of ticks buffered.
46 | // The situation may be assessed by using it in conjunction with cvar 'cl_hud_telemetry_net_quality_graph_show'. If the jitter goes above the high
47 | // threshold (gray line),the buffer can be increased at the cost of an additional delay (ping), which may be not preferred over game stuttering.
48 | cl_net_buffer_ticks "0"
49 |
50 | // Packets are processed immediately upon receipt and cl_interp is used to delay their effects, rather than smoothing over packet loss by adjusting the clock synchronization to buffer packets.
51 | // Default: 1
52 | cl_net_buffer_ticks_use_interp "1"
53 |
54 | // The desired queue length for outgoing tick packets, influencing the buffer time added to the receive margin.
55 | // Default: 1
56 | //
57 | // <> Values:
58 | // 0: It adds no extra buffer beyond the default receive margin.
59 | // 1-2: Adds a slight buffer to help smooth out gameplay without introducing much input lag.
60 | // 3+: Implements a larger buffer to help maintain smoother gameplay under unstable connection but it might increase input lag.
61 | cl_tickpacket_desired_queuelength "0"
62 |
63 | // Predict the audio/visual effects of bodyshots such as blood spurts and sound effects.
64 | // Default: 0
65 | //
66 | // >> Damage prediction can make shooting feel significantly more responsive but comes with the risk of occasionally
67 | // being wrong (e.g. due to aim punch, tagging, or a death that your client isn't yet aware of).
68 | // >> Damage prediction is not active at high ping.
69 | cl_predict_body_shot_fx "1"
70 |
71 | // Predict the audio/visual effects of head shots such as sparks and dink sounds.
72 | // Default: 0
73 | cl_predict_head_shot_fx "1"
74 |
75 | // Targets immediately ragdoll when a kill is predicted.
76 | // Default: 0
77 | //
78 | // >> If the prediction turns out to be wrong, the target snaps back to its server-authoritative position.
79 | // It could deceive into false kill confirmations, leading to mistaken decisions in the critical split seconds.
80 | cl_predict_kill_ragdolls "0"
81 |
82 | // Makes the client to select a relay and communicate through that relay.
83 | // Default: 0
84 | //
85 | // <> Values:
86 | // 0: Use the connect method requested by GC.
87 | // >0: Always use SDR if possible.
88 | // <0: Always use direct UDP if possible
89 | net_client_steamdatagram_enable_override "1"
90 |
91 | // Quality of Service timeout (no response) in seconds.
92 | // Default: 15
93 | mm_session_search_qos_timeout "20"
94 |
95 | // Longest preferred ping to dedicated servers for games.
96 | // Default: 150
97 | //
98 | // >> Allows specifying max acceptable matchmaking ping when searching for a game on official matchmaking servers.
99 | // >> If there are official servers satisfying the ping setting, the matchmaking will always connect in a match hosted on those servers.
100 | // >> If there are no official servers near, the matchmaking will connect in a match hosted on the next nearest official server with a higher ping.
101 | mm_dedicated_search_maxping "40"
102 |
103 | // When performing CS:GO community matchmaking look for servers with at least so many human players.
104 | // Default: 3
105 | mm_csgo_community_search_players_min "3"
106 |
107 | // Delay in seconds before the client will resend the 'connect' attempt.
108 | // Default: 0.5
109 | //
110 | // Works only before joining a server.
111 | cl_resend "0.5"
112 |
113 | // Delay in seconds without receiving a packet from the server before the client will disconnect itself.
114 | // Default: 30
115 | cl_timeout "30"
116 |
117 | // Lobby default permissions.
118 | // Default: 1
119 | //
120 | // <> Values:
121 | // 0: Private
122 | // 1: Public
123 | lobby_default_privacy_bits2 "0"
124 |
125 | // Users automatically advertise for invites.
126 | // Default: 1
127 | //
128 | // <> Values:
129 | // 0: Disabled
130 | // 1: Last
131 | // 2: Auto
132 | ui_setting_advertiseforhire_auto "1"
133 |
134 | // Advertise joinable game in progress to Steam friends, otherwise need a Steam invite.
135 | // Default: 1
136 | //
137 | // <> Values:
138 | // 0: None - Friends can join the game only when they get an invite.
139 | // 1: Official servers - Friends can join the game only on official servers.
140 | // 2: All servers - Friends can join the game on official and community servers.
141 | cl_join_advertise "2"
142 |
143 | // Ignore in-game invites from recent teammates or other non-friends.
144 | // Default: 0
145 | cl_invites_only_friends "0"
146 |
147 | // Ignore all invites when user is playing a match.
148 | // Default: 0
149 | cl_invites_only_mainmenu "0"
--------------------------------------------------------------------------------
/cfg/arminc/script.cfg:
--------------------------------------------------------------------------------
1 | // Input binds that include more than one of the following commands will now be ignored by default:
2 | // sprint, reload, attack, attack2, turnleft, turnright, turnup, turndown, forward, back, left, right,
3 | // moveup, movedown, klook, use, jump, duck, strafe, zoom, yaw, pitch, forwardback, rightleft
4 |
5 | // +-+-+-+-+-+-+-+-+-+-+-+-+
6 | // |A|u|d|i|o|E|f|f|e|c|t|s|
7 | // +-+-+-+-+-+-+-+-+-+-+-+-+
8 | alias blip_on "play buttons/blip1"
9 | alias blip_off "play buttons/blip2"
10 | alias button "play buttons/button9"
11 | alias sequence "play weapons/tec9/tec9_boltpull"
12 | alias enable "play weapons/c4/c4_click"
13 | alias disable "play ui/menu_back"
14 | alias select_on "play weapons/p250/p250_clipout"
15 | alias select_off "play weapons/weapon_zoom_out_02"
16 | alias invalid "play ui/menu_invalid"
17 | alias beep "play ui/beepclear"
18 | alias geiger "play player/geiger1"
19 | alias double_geiger "play player/geiger2"
20 | alias click "play ui/panorama/sidemenu_click_01.wav"
21 | alias roll "play ui/panorama/sidemenu_rollover_02.wav"
22 | alias music "play ui/panorama/music_equip_01.wav"
23 | alias snowball "play player/winter/snowball_throw_02.wav"
24 | alias rotate_on "play ui/panorama/rotate_weapon_03"
25 | alias rotate_off "play ui/panorama/rotate_weapon_06"
26 | alias book "play ui/ui_book_page_bwd"
27 |
28 | // +-+-+-+-+-+-+-+
29 | // |A|F|K|M|o|v|e|
30 | // +-+-+-+-+-+-+-+
31 | alias toggle-forward "toggle-forward_on"
32 | alias toggle-forward_on "+forward; alias toggle-forward toggle-forward_off"
33 | alias toggle-forward_off "-forward; alias toggle-forward toggle-forward_on"
34 |
35 | alias toggle-turnleft "toggle-turnleft_on"
36 | alias toggle-turnleft_on "+turnleft; alias toggle-turnleft toggle-turnleft_off"
37 | alias toggle-turnleft_off "-turnleft; alias toggle-turnleft toggle-turnleft_on"
38 |
39 | alias afk-move "cycle-forward"
40 | alias cycle-forward "toggle-forward; alias afk-move cycle-turnleft; blip_on"
41 | alias cycle-turnleft "toggle-turnleft; alias afk-move cycle-forward; blip_on"
42 |
43 | // +-+-+-+-+-+
44 | // |F|i|x|e|r|
45 | // +-+-+-+-+-+
46 | alias fixer "callvote kick 0; gameui_allowescape; gameui_allowescapetoshow; gameui_activate; gameui_hide; record fixer; stop; double_geiger"
47 |
48 | // +-+-+-+-+-+-+-+
49 | // |U|s|e|B|e|e|p|
50 | // +-+-+-+-+-+-+-+
51 | alias +use-beep "+use; roll"
52 | alias -use-beep "-use"
53 |
54 | // +-+-+-+-+-+-+-+-+-+-+-+-+-+-+
55 | // |I|g|n|o|r|e|M|e|s|s|a|g|e|s|
56 | // +-+-+-+-+-+-+-+-+-+-+-+-+-+-+
57 | alias ignore-messages "ignore-messages_one"
58 | alias ignore-messages_one "ignoremsg; sequence; alias ignore-messages ignore-messages_two"
59 | alias ignore-messages_two "ignoremsg; sequence; alias ignore-messages ignore-messages_three"
60 | alias ignore-messages_three "ignoremsg;sequence; alias ignore-messages ignore-messages_four"
61 | alias ignore-messages_four "ignoremsg; sequence; alias ignore-messages ignore-messages_one"
62 |
63 | // +-+-+-+-+-+-+-+-+-+-+-+
64 | // |I|g|n|o|r|e|R|a|d|i|o|
65 | // +-+-+-+-+-+-+-+-+-+-+-+
66 | alias ignore-radio "ignore-radio_on"
67 | alias ignore-radio_on "ignorerad; enable; alias ignore-radio ignore-radio_off"
68 | alias ignore-radio_off "ignorerad; disable; alias ignore-radio ignore-radio_on"
69 |
70 | // +-+-+-+-+-+-+-+-+-+-+-+-+-+
71 | // |M|u|t|e|E|n|e|m|y|T|e|a|m|
72 | // +-+-+-+-+-+-+-+-+-+-+-+-+-+
73 | alias mute-enemy-team "mute-enemy-team_on"
74 | alias mute-enemy-team_on "cl_mute_enemy_team 1; enable; alias mute-enemy-team mute-enemy-team_off"
75 | alias mute-enemy-team_off "cl_mute_enemy_team 0; disable; alias mute-enemy-team mute-enemy-team_on"
76 |
77 | // +-+-+-+-+-+-+-+-+-+-+-+-+-+
78 | // |N|a|d|e|C|r|o|s|s|h|a|i|r|
79 | // +-+-+-+-+-+-+-+-+-+-+-+-+-+
80 | alias nade-crosshair "nade-crosshair_on"
81 | alias nade-crosshair_on "cl_crosshairstyle 4; cl_crosshair_t 0; cl_crosshair_drawoutline 0; cl_crosshairthickness 0.5; cl_crosshairsize 1000; cl_crosshairgap 1; cl_crosshairdot 1; alias nade-crosshair nade-crosshair_off"
82 | alias nade-crosshair_off "exec arminc/crosshair.cfg; alias nade-crosshair nade-crosshair_on"
83 |
84 | // +-+-+-+-+-+-+-+-+-+-+-+
85 | // |Q|u|i|c|k|S|w|i|t|c|h|
86 | // +-+-+-+-+-+-+-+-+-+-+-+
87 | alias +quick-switch "slot3"
88 | alias -quick-switch "lastinv"
89 |
90 | // +-+-+-+-+-+-+-+-+-+-+
91 | // |S|c|o|r|e|s|&|F|P|S|
92 | // +-+-+-+-+-+-+-+-+-+-+
93 | alias +scores-fps "+showscores; cl_hud_telemetry_frametime_show 2; cl_hud_telemetry_ping_show 2"
94 | alias -scores-fps "-showscores; cl_hud_telemetry_frametime_show 0; cl_hud_telemetry_ping_show 0"
95 |
96 | // +-+-+-+-+-+-+-+-+-+-+-+-+
97 | // |D|e|b|u|g|C|o|n|s|o|l|e|
98 | // +-+-+-+-+-+-+-+-+-+-+-+-+
99 | alias debug-console "net_print_sdr_ping_times; cl_ticktiming print; net_status; cl_net_printsummary; status; book"
100 |
101 | // +-+-+-+-+-+-+-+-+
102 | // |D|e|b|u|g|H|U|D|
103 | // +-+-+-+-+-+-+-+-+
104 | alias debug-hud "debug-hud_on"
105 | alias debug-hud_on "cl_hud_telemetry_serverrecvmargin_graph_show 2; cl_hud_telemetry_frametime_show 2; cl_hud_telemetry_ping_show 2; cl_hud_telemetry_net_detailed 2; cl_hud_telemetry_net_misdelivery_show 2; cl_hud_telemetry_net_quality_graph_show 2; r_show_build_info 1; r_show_time_info 1; rotate_on; alias +scores-fps +showscores; alias -scores-fps -showscores; alias debug-hud debug-hud_off"
106 | alias debug-hud_off "exec arminc/hud.cfg; rotate_off; alias debug-hud debug-hud_on"
107 |
108 | // +-+-+-+-+-+-+-+-+
109 | // |B|o|m|b|D|r|o|p|
110 | // +-+-+-+-+-+-+-+-+
111 | alias "+bomb-drop" "slot3; slot5"
112 | alias "-bomb-drop" "drop"
113 |
114 | // +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
115 | // |O|b|s|e|r|v|e|d|C|r|o|s|s|h|a|i|r|
116 | // +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
117 | alias observed-crosshair "observed-crosshair_on"
118 | alias observed-crosshair_on "cl_show_observer_crosshair 2; click; alias observed-crosshair observed-crosshair_off"
119 | alias observed-crosshair_off "cl_show_observer_crosshair 0; click; alias observed-crosshair observed-crosshair_on"
120 |
121 | // +-+-+-+-+-+-+-+-+-+
122 | // |S|h|o|r|t|c|u|t|s|
123 | // +-+-+-+-+-+-+-+-+-+
124 | // #1
125 | alias d "disconnect"
126 | alias q "quit"
127 | alias r "retry"
128 | alias rs "mp_restartgame 1"
129 | alias s "status"
130 | // #2
131 | alias cs "game_type 0; game_mode 0"
132 | alias comp "game_type 0; game_mode 1"
133 | alias wm "game_type 0; game_mode 2"
134 | alias ar "game_type 1; game_mode 0"
135 | alias dl "game_type 1; game_mode 1"
136 | alias dm "game_type 1; game_mode 2"
137 | alias dz "game_type 6; game_mode 0"
138 | alias custom "game_type 3; game_mode 0"
139 |
140 | // +-+-+-+-+-+-+-+-+-+-+-+-+
141 | // |+|S|e|c|o|n|d|B|i|n|d|s|
142 | // +-+-+-+-+-+-+-+-+-+-+-+-+
143 | // #1
144 | alias primaryQ "bind scancode20 +quick-switch"
145 | alias primaryE "bind scancode8 +use-beep"
146 | alias primaryF "bind scancode9 +lookatweapon"
147 | alias primaryC "bind scancode6 radio3"
148 | alias primaryX "bind scancode27 radio2"
149 | alias primaryZ "bind scancode29 radio1"
150 | alias primaryV "-quickinv; bind scancode25 +voicerecord"
151 | // #2
152 | alias secondaryQ "bind scancode20 setQ"
153 | alias secondaryE "bind scancode8 setE"
154 | alias secondaryF "bind scancode9 setF"
155 | alias secondaryC "bind scancode6 setC"
156 | alias secondaryX "bind scancode27 setX"
157 | alias secondaryZ "bind scancode29 setZ"
158 | alias secondaryV "bind scancode25 +quickinv"
159 | // #3
160 | alias setQ "slot6"
161 | alias setE "slot7"
162 | alias setF "slot8"
163 | alias setC "slot9; slot10"
164 | alias setX "slot12"
165 | alias setZ "nade-crosshair"
166 | // #4
167 | alias +secondbinds "secondaryQ; secondaryE; secondaryF; secondaryC; secondaryX; secondaryZ; secondaryV"
168 | alias -secondbinds "primaryQ; primaryE; primaryF; primaryC; primaryX; primaryZ; primaryV"
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/cfg/arminc/video.cfg:
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1 | // Screen Gamma (only in fullscreen modes).
2 | // Default: 2.2
3 | //
4 | // >> Changes the gamma correction of the display, adjusting overall brightness.
5 | // A lower value enable the player to seek the enemies in dark corners.
6 | //
7 | // <> Values:
8 | // 1.6: Highest brightness.
9 | // |
10 | // 2.6: Lowest brightness.
11 | r_fullscreen_gamma "2.2"
12 |
13 | // Frame rate limiter.
14 | // Default: 400
15 | //
16 | // <-> The primary benefit of a frame rate cap is to make the frame rate more stable. A moderate,
17 | // consistent frame rate is much more desirable than a variable but sometimes high frame rate.
18 | // Frames generated, higher than the monitor refresh rate are still useful, providing a more stable gameplay.
19 | //
20 | // Limiting the frame rate can be used to work around bugs and other effects on extremely high frame rates.
21 | // A higher value can increase the smoothness but at the same time can eat more power.
22 | fps_max "240"
23 |
24 | // Frame rate limiter while the game UI is displayed.
25 | // Default: 200
26 | //
27 | // Same as 'fps_max' but works only for the main menu.
28 | fps_max_ui "200"
29 |
30 | // Additional frame rate limit while in tools mode and a window other than the game window in focus.
31 | // Default: 120
32 | fps_max_tools "144"
33 |
34 | // CPU cores usage preference.
35 | // Default: 3
36 | //
37 | // >> Some CPUs have cores that are designed for high performance and others for power efficiency.
38 | // This setting configure whether work is preferentially assigned to one or the other type
39 | // of core. Best setting will vary depending on your hardware and software configuration.
40 | // >> Requires the game to be restarted for the change to take effect.
41 | // The option appears only for CPUs compatible with the setting.
42 | //
43 | // <> Values:
44 | // 0?: Performance cores only.
45 | // 1?: Efficiency cores only.
46 | // 2?: Prefer performance cores.
47 | // 3: No preference.
48 | thread_pool_option "2"
49 |
50 | // Moves the low latency sleep on tick frames to happen after client simulation.
51 | // Default: 0
52 | //
53 | // <-> By default, the engine calculates the time between frames before it processes the client tick. This can lead to a situation where
54 | // the player's position is from a delayed point in time, even though their inputs are more up-to-date. This command moves the function
55 | // responsible for sleeping after the tick processing. This means that the sleep will be shorter because the tick processing will be
56 | // included in the time delta, resulting in increased responsiveness of the game and a reduced amount of texture stuttering.
57 | //
58 | // Works in conjunction with 'r_low_latency' enabled (NVIDIA Low Latency).
59 | // Should benefit from a frame per second limitation (capped 'fps_max').
60 | // Implemented with the scope of frametime consistency.
61 | // Due to its intended mechanism, it may induce roughness (non-smoothness) during the gameplay. Be advised! It should be tested on everyone's case-scenario.
62 | engine_low_latency_sleep_after_client_tick "1"
63 |
64 | // Controls the time the engine sleeps per frame when the game is not in focus.
65 | // Default: 20
66 | //
67 | // <-> Usually, when tab out of CS2, the engine will sleep for a set amount of milliseconds (repeatedly) to reduce power and resource usage.
68 | //
69 | // Higher value can reduce CPU load and save power but there will be frame rate drops when tabbing and sound distortions if 'snd_mute_losefocus 0'.
70 | // Decreases the frame rates and produces lag on any locally hosted servers when tabbing out.
71 | // A lower value (or disable value) is recommended for streaming and local hosts.
72 | engine_no_focus_sleep "15"
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/cfg/autoexec.cfg:
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1 | // ArminC AutoExec | Counter-Strike 2
2 |
3 | // Set temporary generic console output color to green.
4 | log_color "Console" "7AFF8EFF"
5 |
6 | // Displaying start message.
7 | echo | |
8 | echo | d8888 d8b .d8888b. |
9 | echo | d88888 Y8P d88P Y88b |
10 | echo | d88P888 888 888 |
11 | echo | d88P 888 888d888 88888b.d88b. 888 88888b. 888 |
12 | echo | d88P 888 888P' 888 '888 '88b 888 888 '88b 888 |
13 | echo | d88P 888 888 888 888 888 888 888 888 888 888 |
14 | echo | d8888888888 888 888 888 888 888 888 888 Y88b d88P |
15 | echo | d88P 888 888 888 888 888 888 888 888 'Y8888P' |
16 | echo | |
17 | echo | |
18 | echo | d8888 888 8888888888 |
19 | echo | d88888 888 888 |
20 | echo | d88P888 888 888 |
21 | echo | d88P 888 888 888 888888 .d88b. 8888888 888 888 .d88b. .d8888b |
22 | echo | d88P 888 888 888 888 d88""88b 888 `Y8bd8P' d8P Y8b d88P/ |
23 | echo | d88P 888 888 888 888 888 888 888 X88K 88888888 888 |
24 | echo | d8888888888 Y88b 888 Y88b. Y88..88P 888 .d8/\8b. Y8b. Y88b. |
25 | echo | d88P 888 'Y88888 'Y888 'Y88P' 8888888888 888 888 'Y8888 'Y8888P |
26 | echo | |
27 | echo | .+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+. |
28 | echo | . +---------------------=[ Information ]=---------------------+ . |
29 | echo | . | Version : 19.05.2025 | . |
30 | echo | . | | . |
31 | echo | . | GitHub Repository: | . |
32 | echo | . | github.com/ArmynC/ArminC-AutoExec/ | . |
33 | echo | . +-----------------------------------------------------------+ . |
34 | echo | .+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+. |
35 | echo | |
36 | echo | ______ _ _ __ __ ______ _____ __ _ ______ _______ |
37 | echo | |_____] | | \_/ |_____] | | \ | | \ |______ |
38 | echo | |_____] |_____| | |_____] __|__ | \_| |_____/ ______| |
39 | echo | |
40 | echo | |
41 | echo | +-----------------------------------------------------+ |
42 | echo | | NUM | / | * | - | |
43 | echo | | PAD | Grenade | Flashbang | Smoke | |
44 | echo | |-------------|-------------|-------------|-----------| |
45 | echo | | 7 | 8 | 9 | + | |
46 | echo | | Rifle 1 | Rifle 2 | Rifle 3 | | |
47 | echo | |-------------|-------------|-------------|Inc/Molotov| |
48 | echo | | 4 | 5 | 6 | | |
49 | echo | | Mid-Tier 1 | Mid-Tier 2 | Mid-Tier 3 | | |
50 | echo | |-------------|-------------|-------------|-----------| |
51 | echo | | 1 | 2 | 3 | | |
52 | echo | | Pistol 2 | Pistol 3 | Pistol 4 | ENTER | |
53 | echo | |-------------|-------------|-------------| | |
54 | echo | | 0 | . | DefuseKit | |
55 | echo | | Kevlar + Helmet | Kevlar Vest | | |
56 | echo | +-----------------------------------------------------+ |
57 | echo | |
58 |
59 | echo | / = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = \ |
60 | echo | | Displaying game data: | |
61 | echo | \ = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = / |
62 | echo | |
63 |
64 | // Executing each configuration file.
65 | exec "arminc\audio.cfg"
66 | exec "arminc\bind.cfg"
67 | exec "arminc\crosshair.cfg"
68 | exec "arminc\hud.cfg"
69 | exec "arminc\mouse.cfg"
70 | exec "arminc\network.cfg"
71 | exec "arminc\script.cfg"
72 | exec "arminc\video.cfg"
73 |
74 | // Reverting the changed color.
75 | log_color "Console" "00000000"
76 |
77 | // Write all the settings into config.cfg file, the main configuration file of the game.
78 | host_writeconfig
79 |
80 | // Play a snowball custom sound when the entire process is done.
81 | play "player/winter/snowball_throw_02.wav"
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