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  3. How to restrict weapons, accessories, etc, etc, without script, by the traditional method I would say.

How to restrict weapons, accessories, etc, etc, without script, by the traditional method I would say.

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  • Cahzundefined Offline
    Cahzundefined Offline
    Cahz VIP
    replied to alejandrodarz on last edited by
    #4

    alejandrodarz Nice find! That helps fix some problems from the past 🙂 thanks for sharing buddy

    alejandrodarzundefined 1 Reply Last reply
    1
    • alejandrodarzundefined Offline
      alejandrodarzundefined Offline
      alejandrodarz
      replied to Cahz on last edited by alejandrodarz
      #5

      Cahz Also you can modify many things from those files. Here I leave the complete list of all the things that can be changed. And remember that for each mode they have to do it and each mode has its configuration, for example the team balance you cannot put it in the mode against all but if in TDM.

      ////////////////////////////////////////////////
      // General Settings //
      ////////////////////////////////////////////////

      // Scorestreaks
      // The ability to earn scorestreaks.
      // "0" - Not Allowed
      // "1" - Allowed
      //gts loadoutKillStreaksEnabled "1"

      // Pre-Match Timer
      // The amount of time before the match will start.
      // "15" - 15 Seconds
      // "30" - 30 Seconds
      // "45" - 45 Seconds
      // "60" - 60 Seconds
      //gts prematchperiod "15"

      // Pre-Round Timer
      // The amount of time before the round will start.
      // "0" - Off
      // "1" - 1 Second
      // "2" - 2 Seconds
      // "3" - 3 Seconds
      // "4" - 4 Seconds
      // "5" - 5 Seconds
      // "6" - 6 Seconds
      // "7" - 7 Seconds
      // "8" - 8 Seconds
      // "9" - 9 Seconds
      // "10" - 10 Seconds
      // "12" - 12 Seconds
      // "15" - 15 Seconds
      // "18" - 18 Seconds
      // "20" - 20 Seconds
      // "25" - 25 Seconds
      // "30" - 30 Seconds
      //gts preroundperiod "5"

      // Auto Team Balance
      // Automatically assign players to teams. If off, players decide with teams they are on before the game starts in the pre-game lobby.
      // "0" - Off
      // "1" - On
      //gts autoTeamBalance "0"

      // Team Change In-Game
      // Players can change teams during the game.
      // "0" - Not Allowed
      // "1" - Allowed
      //gts allowInGameTeamChange "1"

      // Dynamic Map Elements
      // When on, the map will change with dynamic or random elements. Not all maps have dynamic map elements.
      // "0" - No
      // "1" - Yes
      //gts allowMapScripting "1"

      // Killcam
      // Shows the player an instant replay of how they were killed.
      // "0" - No (Default - Hardcore On)
      // "1" - Yes (Default - Hardcore Off)
      //gts allowKillcam "1"

      // 3rd Person Spectating
      // Disables the ability of a player to switch to the 3rd person view when they are spectating another player while waiting to respawn.
      // "0" - Allowed
      // "1" - Not Allowed
      //gts disableThirdPersonSpectating "0"

      // CODcasting
      // Let players CODcast this game.
      // "0" - Not Allowed
      // "1" - Allowed
      //gts allowSpectating "1"

      // Mini-map
      // Control if the Mini-map (sometimes called Radar) is always on, sweeping in waves or uses the normal game rules.
      // "0" - Normal
      // "1" - Sweeping
      // "2" - Constant
      //gts forceradar "0"

      // Revenge Voice
      // Players can briefly hear their victim in their headshet after a kill.
      // "0" - No
      // "1" - Yes
      //gts voipKillersHearVictim "1"

      // Battlechatter
      // Ambient player dialogue.
      // "0" - Off
      // "1" - On
      //gts allowbattlechatter "1"

      // Announcer
      // Announce enemy team actions.
      // "0" - Off
      // "1" - On
      //gts allowAnnouncer "1"

      // Explosive Delay
      // Delay explosive weapon use at the start of the round.
      // "0" - Off
      // "1" - 1 Second
      // "2" - 2 Seconds
      // "3" - 3 Seconds
      // "4" - 4 Seconds
      // "5" - 5 Seconds
      // "6" - 6 Seconds
      // "7" - 7 Seconds
      // "8" - 8 Seconds
      // "9" - 9 Seconds
      // "10" - 10 Seconds
      // "12" - 12 Seconds
      // "15" - 15 Seconds
      // "20" - 20 Seconds
      // "25" - 25 Seconds
      // "30" - 30 Seconds
      // "45" - 45 Seconds
      // "60" - 60 Seconds
      //gts roundStartExplosiveDelay "8"

      // Scorestreak Delay
      // Delay attacking Scorestreaks at the start of the round.
      // "0" - Off
      // "1" - 1 Second
      // "2" - 2 Seconds
      // "3" - 3 Seconds
      // "4" - 4 Seconds
      // "5" - 5 Seconds
      // "6" - 6 Seconds
      // "7" - 7 Seconds
      // "8" - 8 Seconds
      // "9" - 9 Seconds
      // "10" - 10 Seconds
      // "12" - 12 Seconds
      // "15" - 15 Seconds
      // "20" - 20 Seconds
      // "25" - 25 Seconds
      // "30" - 30 Seconds
      // "45" - 45 Seconds
      // "60" - 60 Seconds
      //gts roundStartKillstreakDelay "15"

      //////////////////////////////////////////////
      // Spawn Settings //
      //////////////////////////////////////////////

      // Respawn Delay
      // The amount of time a player has to wait before respawning.
      // "0" - None (Default - Hardcore Off)
      // "1" - 1 Second
      // "2" - 2 Seconds
      // "2.5" - 2.5 Seconds
      // "3" - 3 Seconds
      // "4" - 4 Seconds
      // "5" - 5 Seconds
      // "6" - 6 Seconds
      // "7" - 7 Seconds (Default - Hardcore On)
      // "7.5" - 7.5 Seconds
      // "8" - 8 Seconds
      // "9" - 9 Seconds
      // "10" - 10 Seconds
      // "15" - 15 Seconds
      // "20" - 20 Seconds
      // "30" - 30 Seconds
      //gts playerRespawnDelay "0"

      // Force Respawn
      // Players will automatically spawn. This is always on if a Wave Spawn Delay is set. Turn this off to let players choose when they spawn after dying.
      // "0" - No
      // "1" - Yes
      //gts playerForceRespawn "1"

      // Wave Spawn Delay
      // The first player to die will activate the wave spawn. All players who died will spawn together.
      // If Respawn Delay is also set, the player must wait at least as long as the respawn delay before spawning on the next wave.
      // "0" - None
      // "2.5" - 2.5 Seconds
      // "5" - 5 Seconds
      // "7.5" - 7.5 Seconds
      // "10" - 10 Seconds
      // "15" - 15 Seconds
      // "20" - 20 Seconds
      // "30" - 30 Seconds
      //gts waveRespawnDelay "0"

      // Suicide Penalty
      // Spawn delay given when player suicides. This is in addition to all other spawn delays.
      // "0" - None
      // "1" - 1 Second
      // "2" - 2 Seconds
      // "3" - 3 Seconds
      // "4" - 4 Seconds
      // "5" - 5 Seconds
      // "6" - 6 Seconds
      // "7" - 7 Seconds
      // "8" - 8 Seconds
      // "9" - 9 Seconds
      // "10" - 10 Seconds
      // "12" - 12 Seconds
      // "14" - 14 Seconds
      // "15" - 15 Seconds
      // "16" - 16 Seconds
      // "18" - 18 Seconds
      // "20" - 20 Seconds
      //gts spawnsuicidepenalty "0"

      // Team Killed Penalty
      // Spawn delay given when killed by a teammate. This is in addition to all other spawn delays.
      // "0" - None
      // "1" - 1 Second
      // "2" - 2 Seconds
      // "3" - 3 Seconds
      // "4" - 4 Seconds
      // "5" - 5 Seconds
      // "6" - 6 Seconds
      // "7" - 7 Seconds
      // "8" - 8 Seconds
      // "9" - 9 Seconds
      // "10" - 10 Seconds
      // "12" - 12 Seconds
      // "14" - 14 Seconds
      // "15" - 15 Seconds
      // "16" - 16 Seconds
      // "18" - 18 Seconds
      // "20" - 20 Seconds
      //gts spawnteamkilledpenalty "0"

      //////////////////////////////////////////////////////////
      // Health and Damage Settings //
      //////////////////////////////////////////////////////////

      // Hardcore
      // No HUD. Limited health. Friendly fire enabled.
      // "0" - Off
      // "1" - On
      // You must also edit: allowKillcam, playerRespawnDelay, playerMaxHealth, playerHealthRegenTime, friendlyfiretype, teamKillPunishCount
      //gts hardcoremode "0"

      // Health
      // The amount of health a player has.
      // "30" - 30% (Default - Hardcore On)
      // "35" - 35%
      // "40" - 40%
      // "45" - 45%
      // "50" - 50%
      // "55" - 55%
      // "60" - 60%
      // "65" - 65%
      // "70" - 70%
      // "75" - 75%
      // "80" - 80%
      // "85" - 85%
      // "90" - 90%
      // "95" - 95%
      // "100" - 100% (Default - Hardcore Off)
      // "110" - 110%
      // "120" - 120%
      // "125" - 125%
      // "130" - 130%
      // "140" - 140%
      // "150" - 150%
      // "160" - 160%
      // "170" - 170%
      // "175" - 175%
      // "180" - 180%
      // "190" - 190%
      // "200" - 200%
      //gts playerMaxHealth "100"

      // Health Regeneration
      // The rate at which players regenerate health.
      // "0" - None (Default - Hardcore On)
      // "2" - Fast
      // "5" - Normal (Default - Hardcore Off)
      // "10" - Slow
      //gts playerHealthRegenTime "5"

      // Friendly Fire
      // Teammates can damage each other. If lives are limited, teamkills won't subtract lives.
      // If set to Reflect, damage done to a teammate is applied back to you. If set yo Shared, damage done to a teammate is split between you and that teammate.
      // "0" - Off (Default - Hardcore Off)
      // "1" - On (Default - Hardcore On)
      // "2" - Reflect
      // "3" - Shared
      //gts friendlyfiretype "0"

      // Teamkill Kick Limit
      // The number of times a player can kill a teammate before being kicked from the game.
      // "0" - Off (Default - Hardcore Off)
      // "1" - 1 Kill
      // "2" - 2 Kills
      // "3" - 3 Kills (Default - Hardcore On)
      // "4" - 4 Kills
      //gts teamKillPunishCount "0"

      // Headshots Only
      // Headshots will be required to do damage with bullet weapons. Damage from explosives, melee weapons, or Scorestreaks work normally.
      // "0" - No
      // "1" - Yes
      //gts onlyHeadshots "0"

      // Hit Indicator
      // Display indicators on the crosshair when an opponent is damaged.
      // "0" - Off
      // "1" - Off for Tacticals
      // "2" - On
      //gts allowhitmarkers "2"

      //////////////////////////////////////////////
      // Custom Classes //
      //////////////////////////////////////////////

      // Custom Classes
      // This determines whether or not players can choose from their own custom classes. If now allowed, players may only choose from the preset classes.
      // "0" - Allowed
      // "1" - Not Allowed
      //gts disableCAC "0"

      // Selections Allowed
      // This is the maximum number of items players will be able to equip in Create a Class.
      // Values: "3" - "17"
      //gts maxAllocation "10"

      //////////////////////////////////////////////
      // Preset Classes //
      //////////////////////////////////////////////

      // Preset Classes
      // This determines whether the preset classes that players have to choose from are customized per-team.
      // "0" - Global
      // "1" - Per-Team
      //gts presetClassesPerTeam "0"

      // Preset Class 1 (Operative)
      // <Without Information>
      // Requires presetClassesPerTeam "0"

      // Preset Class 2 (Specialist)
      // <Without Information>
      // Requires presetClassesPerTeam "0"

      // Preset Class 3 (Mercenary)
      // <Without Information>
      // Requires presetClassesPerTeam "0"

      // Preset Class 4 (Heavy Gunner)
      // <Without Information>
      // Requires presetClassesPerTeam "0"

      // Preset Class 5 (Scout Recon)
      // <Without Information>
      // Requires presetClassesPerTeam "0"

      // Team 1: Preset Class 1 (Operative)
      // <Without Information>
      // Requires presetClassesPerTeam "1"

      // Team 1: Preset Class 2 (Specialist)
      // <Without Information>
      // Requires presetClassesPerTeam "1"

      // Team 1: Preset Class 3 (Mercenary)
      // <Without Information>
      // Requires presetClassesPerTeam "1"

      // Team 1: Preset Class 4 (Heavy Gunner)
      // <Without Information>
      // Requires presetClassesPerTeam "1"

      // Team 1: Preset Class 5 (Scout Recon)
      // <Without Information>
      // Requires presetClassesPerTeam "1"

      // Team 2: Preset Class 1 (Operative)
      // <Without Information>
      // Requires presetClassesPerTeam "1"

      // Team 2: Preset Class 2 (Specialist)
      // <Without Information>
      // Requires presetClassesPerTeam "1"

      // Team 2: Preset Class 3 (Mercenary)
      // <Without Information>
      // Requires presetClassesPerTeam "1"

      // Team 2: Preset Class 4 (Heavy Gunner)
      // <Without Information>
      // Requires presetClassesPerTeam "1"

      // Team 2: Preset Class 5 (Scout Recon)
      // <Without Information>
      // Requires presetClassesPerTeam "1"

      ///////////////////////////////////////////////////////
      // Restrict Custom Classes //
      ///////////////////////////////////////////////////////

      // It is recommended to use sv_enableItemRestriction and configure everything in sv_restrictionList
      // The blocked item will be replaced with none.
      // * while in the other system, you can make it be replaced with another item.

      // Restrict Primary Weapons: Submachine Guns
      //restrict_item "mp7" // MP7
      //restrict_item "pdw57" // PDW-57
      //restrict_item "vector" // Vector K10
      //restrict_item "insas" // MSMC
      //restrict_item "qcw05" // Chicom CBQ
      //restrict_item "evoskorpion" // Skorpion EVO
      //restrict_item "peacekeeper" // Peacekeeper

      // Restrict Primary Weapons: Assault Rifles
      //restrict_item "tar21" // MTAR
      //restrict_item "type95" // Type 25
      //restrict_item "sig556" // SWAT-556
      //restrict_item "sa58" // FAL OSW
      //restrict_item "hk416" // M27
      //restrict_item "scar" // SCAR-H
      //restrict_item "saritch" // SMR
      //restrict_item "xm8" // M8A1
      //restrict_item "an94" // AN-94

      // Restrict Primary Weapons: Shotguns
      //restrict_item "870mcs" // R870 MCS
      //restrict_item "saiga12" // S12
      //restrict_item "ksg" // KSG
      //restrict_item "srm1216" // M1216

      // Restrict Primary Weapons: Light Machine Guns
      //restrict_item "mk48" // Mk 48
      //restrict_item "qbb95" // QBB LSW
      //restrict_item "lsat" // LSAT
      //restrict_item "hamr" // HAMR

      // Restrict Primary Weapons: Sniper Rifles
      //restrict_item "svu" // SVU-AS
      //restrict_item "dsr50" // DSR 50
      //restrict_item "ballista" // Ballista
      //restrict_item "as50" // XPR-50

      // Restrict Primary Weapons: Specials
      //restrict_item "riotshield" // Assault Shield

      // Restrict Secondary Weapons: Pistols
      //restrict_item "fiveseven" // Five-seven
      //restrict_item "fnp45" // Tac-45
      //restrict_item "beretta93r" // B23R
      //restrict_item "judge" // Executioner
      //restrict_item "kard" // KAP-40

      // Restrict Secondary Weapons: Launchers
      //restrict_item "smaw" // SMAW
      //restrict_item "fhj18" // FHJ-18 AA
      //restrict_item "usrpg" // RPG

      // Restrict Secondary Weapons: Specials
      //restrict_item "crossbow" // Crossbow
      //restrict_item "knife_ballistic" // Ballistic Knife

      //////////////////////////////////////////////////
      // BANNED ATTACHMENTS //
      //////////////////////////////////////////////////
      //restrict_attachment "reflex" // Reflex
      //restrict_attachment "steadyaim" // Laser sight
      //restrict_attachment "silencer" // Suppressor/Silencer
      //restrict_attachment "dualclip // Fast Mag
      //restrict_attachment "holo" // EOTech Sight
      //restrict_attachment "grip" // Grip
      //restrict_attachment "fastads" // Quickdraw
      //restrict_attachment "fmj" // Full Metal Jacket
      //restrict_attachment "extbarrel" // Long Barrel
      //restrict_attachment "rangefinder" // Target Finder
      //restrict_attachment "stalker" // Stock
      //restrict_attachment "extclip" // Extended Clip
      //restrict_attachment "dualoptic" // Hybrid Optic
      //restrict_attachment "sf" // Select Fire
      //restrict_attachment "rf" // Rapid Fire
      //restrict_attachment "gl" // Grenade Launcher
      //restrict_attachment "mms" // Millimeter Scanner
      //restrict_attachment "acog" // ACOG Sight
      //restrict_attachment "swayreduc" // Ballistics CPU
      //restrict_attachment "vzoom" // Variable Zoom
      //restrict_attachment "ir" // Dual Band Scope
      //restrict_attachment "dw" // Dual Wield
      //restrict_attachment "tacknife" // Tactical Knife
      //restrict_attachment "stackfire" // Tri-Bolt (Crossbow)

      //////////////////////////////////////////////////
      // RESTRICT PERK 1 //
      //////////////////////////////////////////////////

      //////////////////////////////////////////////////
      // Lightweight //
      // Move Faster. Take no damage when falling. //
      //////////////////////////////////////////////////
      //restrict_item "specialty_movefaster|specialty_fallheight"
      //////////////////////////////////////////////////
      // Hardline //
      // Earn Scorestreaks faster. //
      //////////////////////////////////////////////////
      //restrict_item specialty_earnmoremomentum
      //////////////////////////////////////////////////
      // Blind Eye //
      // Undetectable by AI controlled air support. //
      //////////////////////////////////////////////////
      //restrict_item "specialty_nottargetedbyairsupport"
      //////////////////////////////////////////////////
      // Flak Jacket //
      // Take less explosive damage //
      //////////////////////////////////////////////////
      //restrict_item "specialty_flakjacket"
      //////////////////////////////////////////////////
      // Ghost //
      // Cannnot be detected by enemy UAVs. //
      //////////////////////////////////////////////////
      //restrict_item "specialty_gpsjammer"
      //////////////////////////////////////////////////
      // RESTRICT PERK 2 //
      //////////////////////////////////////////////////
      // Toughness //
      // Flinch less when shot. //
      //////////////////////////////////////////////////
      //restrict_item "specialty_bulletflinch"
      //////////////////////////////////////////////////
      // Cold Blooded //
      // Resistant to targeting systems. //
      // No name or red crosshair //
      //////////////////////////////////////////////////
      //restrict_item "specialty_immunenvthermal|specialty_noname|specialty_immunerangefinder|specialty_nokillstreakreticle|specialty_immunemms|specialty_nomotionsensor"
      //////////////////////////////////////////////////
      // Fast Hands //
      // Swap weapons and use equipment fast. //
      // Reset pin grenades. //
      //////////////////////////////////////////////////
      //restrict_item "specialty_fastweaponswitch|specialty_pin_back|specialty_fasttoss|specialty_fastequipmentuse"
      //////////////////////////////////////////////////
      // Hardwire //
      // Immune to counter-UAV and EMP //
      //////////////////////////////////////////////////
      //restrict_item "specialty_immunecounteruav|specialty_immuneemp"
      //////////////////////////////////////////////////
      // Scavenger //
      // Refill ammo on people you killed. //
      //////////////////////////////////////////////////
      //restrict_item "specialty_scavenger"
      //////////////////////////////////////////////////
      // RESTRICT PERK 3 //
      //////////////////////////////////////////////////
      // Dexterity //
      // Aim faster after sprinting. //
      // Mantle and climb faster. //
      //////////////////////////////////////////////////
      //restrict_item "specialty_fastmantle|specialty_fastladderclimb|specialty_sprintrecovery|specialty_fastmeleerecovery"
      //////////////////////////////////////////////////
      // Extreme Conditioning //
      // Aim faster after sprinting. //
      // Mantle and climb faster. //
      //////////////////////////////////////////////////
      //restrict_item specialty_longersprint
      //////////////////////////////////////////////////
      // Engineer //
      // Reroll & booby trap Care Packages. //
      // Show enemy equipment in the world. //
      // Delay explosives. //
      //////////////////////////////////////////////////
      //restrict_item "specialty_showenemyequipment|specialty_delayexplosive"
      //////////////////////////////////////////////////
      // Tactical Mask //
      // Reduces effects of flashbangs,Concussion, //
      // Shock Charges. //
      //////////////////////////////////////////////////
      //restrict_item "specialty_stunprotection|specialty_flashprotection|specialty_proximityprotection"
      //////////////////////////////////////////////////
      // Dead Silence //
      // Move silently and be very sneaky sneaky. //
      //////////////////////////////////////////////////
      //restrict_item "specialty_quieter"
      //////////////////////////////////////////////////
      // Awareness //
      // Enemy movements are easier to hear. //
      //////////////////////////////////////////////////
      //restrict_item "specialty_loudenemies"
      //////////////////////////////////////////////////

      //////////////////////////////////////////////////
      //Wild Card Perks //
      //////////////////////////////////////////////////
      //restrict_item "bonuscard_perk_1_greed" // Perk 1 Greed - Take a second perk.
      //restrict_item "bonuscard_perk_2_greed" // Perk 2 Greed - same as a above.
      //restrict_item "bonuscard_perk_3_greed" // Perk 3 Greed - sigh...same as above.
      //restrict_item "bonuscard_overkill" // Overkill - Take a primary weapon as your second weapon.
      //restrict_item "bonuscard_secondary_gunfighter"// Secondary Gunfighter - Take a 2nd attachment for your second weapon.
      //restrict_item "bonuscard_primary_gunfighter" // Primary Gunfighter - Take a 2nd attachment for your second weapon.
      //restrict_item "bonuscard_two_tacticals" // Tactician - Take a tactical grenade in place of your lethal grenade.
      //restrict_item "bonuscard_danger_close" // Danger Close - Take a second lethal.
      //////////////////////////////////////////////////

      // Restrict Lethals
      //restrict_item "frag_grenade" // Grenade
      //restrict_item "sticky_grenade" // Semtex
      //restrict_item "hatchet" // Combat Axe
      //restrict_item "bouncingbetty" // Bouncing Betty
      //restrict_item "satchel_charge" // C4
      //restrict_item "claymore" // Claymore

      // Restrict Tacticals
      //restrict_item "concussion_grenade" // Concussion
      //restrict_item "willy_pete" // Smoke Grenade
      //restrict_item "sensor_grenade" // Sensor Grenade
      //restrict_item "emp_grenade" // EMP Grenade
      //restrict_item "proximity_grenade" // Shock Charge
      //restrict_item "pda_hack" // Black Hat
      //restrict_item "flash_grenade" // Flashbang
      //restrict_item "trophy_system" // Trophy System
      //restrict_item "tactical_insertion" // Tactical Insertion

      // Scorestreaks
      //restrict_item "killstreak_spyplane" // UAV
      //restrict_item "killstreak_rcbomb" // RC-XD
      //restrict_item "killstreak_missile_drone" // Hunter Killer
      //restrict_item "killstreak_supply_drop" // Care Package
      //restrict_item "killstreak_counteruav" // Counter-UAV
      //restrict_item "killstreak_microwave_turret" // Guardian
      //restrict_item "killstreak_remote_missile" // Hellstorm Missile
      //restrict_item "killstreak_planemortar" // Lightning Strike
      //restrict_item "killstreak_auto_turret" // Sentry Gun
      //restrict_item "killstreak_minigun" // Death Machine
      //restrict_item "killstreak_m32" // War Machine
      //restrict_item "killstreak_qrdrone" // Dragonfire
      //restrict_item "killstreak_ai_tank_drop" // A.G.R.
      //restrict_item "killstreak_helicopter_comlink" // Stealth Chopper
      //restrict_item "killstreak_spyplane_direction" // Orbital VSAT
      //restrict_item "killstreak_helicopter_guard" // Escort Drone
      //restrict_item "killstreak_emp" // EMP Systems
      //restrict_item "killstreak_straferun" // Warthog
      //restrict_item "killstreak_remote_mortar" // Lodestar
      //restrict_item "killstreak_helicopter_player_gunner" // VTOL Warship
      //restrict_item "killstreak_dogs" // K9 Unit
      //restrict_item "killstreak_missile_swarm" // Swarm

      Ghost420_undefined 1 Reply Last reply
      6
      • alejandrodarzundefined Offline
        alejandrodarzundefined Offline
        alejandrodarz
        wrote on last edited by
        #6

        I have a method that I am currently using on my server to allow the 17 accessories of the weapon without error of the game, there could be better options but it is effective and gives the player the possibility to better modify his classes since at least for me 10 accessories for classes fell short

        1 Reply Last reply
        0
        • CPLundefined Offline
          CPLundefined Offline
          CPL
          wrote on last edited by
          #7

          Thank you alejandrodarz for that long list of commands, I was looking for a few of those and couldn't find them elsewhere. The admins should seriously update the .cfg files to include a lot that and reorganize them.

          1 Reply Last reply
          3
          • Ziceundefined Offline
            Ziceundefined Offline
            Zice
            wrote on last edited by
            #8

            I´ve read it and its so nice, I´m so grateful. Admins should update the files. The only thing is that I prefer restricting weapons in the restricted.cfg cause I can make players have a knife instead of the weapon. Like so:
            "replacement knife_held_mp
            smaw_mp
            usrpg_mp
            riotshield_mp
            870mcs_mp
            ..."

            vituhdsundefined _DXMO_undefined 2 Replies Last reply
            1
            • Deicideundefined Offline
              Deicideundefined Offline
              Deicide
              wrote on last edited by
              #9

              This is quite the informative thread. Bravo! This almost mirrors the session info dump by Craigchrist way back in 2014-2015. However there are a few differences to be made here. It's also worth nothing that many of these can be changed with the gsc function setgametypesetting and you can grab the current value using getgametypesetting.

              /*You can either track down the structure in memory, or simply use the setting names with the gsc functions. uk6 is an unknown type of time. bit 0 is 15 seconds, bit 1 is 30 seconds. So the smallest time limit one can get down to is only 15 seconds.*/
              
              //////////////////
              // VERSION 4 //
              //////////////////
              
              //Bit Size: 0x4F8C
              struct root
              {
              	//Bit Offset: 0x0
              	//Bit Size: 0x8
              	uk6 timelimit;
              
              	//Bit Offset: 0x8
              	//Bit Size: 0xF
              	int scorelimit;
              
              	//Bit Offset: 0x17
              	//Bit Size: 0x4
              	int roundlimit;
              
              	//Bit Offset: 0x1B
              	//Bit Size: 0x4
              	int roundswitch;
              
              	//Bit Offset: 0x1F
              	//Bit Size: 0x4
              	int roundwinlimit;
              
              	//Bit Offset: 0x23
              	//Bit Size: 0x7
              	int playernumlives;
              
              	//Bit Offset: 0x2A
              	//Bit Size: 0xA
              	int playermaxhealth;
              
              	//Bit Offset: 0x34
              	//Bit Size: 0x8
              	uk6 playerhealthregentime;
              
              	//Bit Offset: 0x3C
              	//Bit Size: 0x8
              	uk6 playersprinttime;
              
              	//Bit Offset: 0x44
              	//Bit Size: 0x8
              	uk6 waverespawndelay;
              
              	//Bit Offset: 0x4C
              	//Bit Size: 0x8
              	uk6 playerrespawndelay;
              
              	//Bit Offset: 0x54
              	//Bit Size: 0x8
              	uk6 playerobjectiveheldrespawndelay;
              
              	//Bit Offset: 0x5C
              	//Bit Size: 0x1
              	int playerforcerespawn;
              
              	//Bit Offset: 0x5D
              	//Bit Size: 0x1
              	int playerqueuedrespawn;
              
              	//Bit Offset: 0x5E
              	//Bit Size: 0x6
              	int spawnprotectiontime;
              
              	//Bit Offset: 0x64
              	//Bit Size: 0xA
              	int leaderbonus;
              
              	//Bit Offset: 0x6E
              	//Bit Size: 0x1
              	int deathpointloss;
              
              	//Bit Offset: 0x6F
              	//Bit Size: 0x5
              	int teamscoreperkill;
              
              	//Bit Offset: 0x74
              	//Bit Size: 0x5
              	int teamscoreperdeath;
              
              	//Bit Offset: 0x79
              	//Bit Size: 0x5
              	int teamscoreperheadshot;
              
              	//Bit Offset: 0x7E
              	//Bit Size: 0x5
              	int teamscoreperkillconfirmed;
              
              	//Bit Offset: 0x83
              	//Bit Size: 0x5
              	int teamscoreperkilldenied;
              
              	//Bit Offset: 0x88
              	//Bit Size: 0x5
              	int pointsperprimarykill;
              
              	//Bit Offset: 0x8D
              	//Bit Size: 0x5
              	int pointspersecondarykill;
              
              	//Bit Offset: 0x92
              	//Bit Size: 0x5
              	int pointsperprimarygrenadekill;
              
              	//Bit Offset: 0x97
              	//Bit Size: 0x5
              	int pointspermeleekill;
              
              	//Bit Offset: 0x9C
              	//Bit Size: 0x5
              	int pointsperweaponkill;
              
              	//Bit Offset: 0xA1
              	//Bit Size: 0x5
              	int pointsforsurvivalbonus;
              
              	//Bit Offset: 0xA6
              	//Bit Size: 0x1
              	int wagermatchhud;
              
              	//Bit Offset: 0xA7
              	//Bit Size: 0x1
              	int allowannouncer;
              
              	//Bit Offset: 0xA8
              	//Bit Size: 0x1
              	int allowbattlechatter;
              
              	//Bit Offset: 0xA9
              	//Bit Size: 0x1
              	int loadoutkillstreaksenabled;
              
              	//Bit Offset: 0xAA
              	//Bit Size: 0x8
              	uk6 cratecapturetime;
              
              	//Bit Offset: 0xB2
              	//Bit Size: 0x1
              	int vehiclesenabled;
              
              	//Bit Offset: 0xB3
              	//Bit Size: 0x1
              	int vehiclestimed;
              
              	//Bit Offset: 0xB4
              	//Bit Size: 0x1
              	int perksenabled;
              
              	//Bit Offset: 0xB5
              	//Bit Size: 0x1
              	int allowkillcam;
              
              	//Bit Offset: 0xB6
              	//Bit Size: 0x1
              	int allowfinalkillcam;
              
              	//Bit Offset: 0xB7
              	//Bit Size: 0x1
              	int onlyheadshots;
              
              	//Bit Offset: 0xB8
              	//Bit Size: 0x2
              	int forceradar;
              
              	//Bit Offset: 0xBA
              	//Bit Size: 0x2
              	int allowhitmarkers;
              
              	//Bit Offset: 0xBC
              	//Bit Size: 0x8
              	uk6 bulletdamagescalar;
              
              	//Bit Offset: 0xC4
              	//Bit Size: 0x1
              	int disabletacinsert;
              
              	//Bit Offset: 0xC5
              	//Bit Size: 0x1
              	int disableattachments;
              
              	//Bit Offset: 0xC6
              	//Bit Size: 0x1
              	int disablecontracts;
              
              	//Bit Offset: 0xC7
              	//Bit Size: 0x1
              	int allowmapscripting;
              
              	//Bit Offset: 0xC8
              	//Bit Size: 0x6
              	int prematchperiod;
              
              	//Bit Offset: 0xCE
              	//Bit Size: 0x6
              	int preroundperiod;
              
              	//Bit Offset: 0xD4
              	//Bit Size: 0xA
              	uk6 capturetime;
              
              	//Bit Offset: 0xDE
              	//Bit Size: 0xA
              	uk6 bombtimer;
              
              	//Bit Offset: 0xE8
              	//Bit Size: 0x8
              	uk6 planttime;
              
              	//Bit Offset: 0xF0
              	//Bit Size: 0x8
              	uk6 defusetime;
              
              	//Bit Offset: 0xF8
              	//Bit Size: 0xA
              	uk6 extratime;
              
              	//Bit Offset: 0x102
              	//Bit Size: 0xA
              	uk6 overtimetimelimit;
              
              	//Bit Offset: 0x10C
              	//Bit Size: 0x7
              	int idleflagresettime;
              
              	//Bit Offset: 0x113
              	//Bit Size: 0x7
              	int idleflagdecay;
              
              	//Bit Offset: 0x11A
              	//Bit Size: 0x7
              	int flagrespawntime;
              
              	//Bit Offset: 0x121
              	//Bit Size: 0x9
              	int autodestroytime;
              
              	//Bit Offset: 0x12A
              	//Bit Size: 0x3
              	int objectivepingtime;
              
              	//Bit Offset: 0x12D
              	//Bit Size: 0x7
              	int objectivespawntime;
              
              	//Bit Offset: 0x134
              	//Bit Size: 0x7
              	int destroytime;
              
              	//Bit Offset: 0x13B
              	//Bit Size: 0x7
              	int flagdecaytime;
              
              	//Bit Offset: 0x142
              	//Bit Size: 0xA
              	int flagcapturegraceperiod;
              
              	//Bit Offset: 0x14C
              	//Bit Size: 0x1
              	int silentplant;
              
              	//Bit Offset: 0x14D
              	//Bit Size: 0x4
              	int setbacks;
              
              	//Bit Offset: 0x151
              	//Bit Size: 0x3
              	int gunselection;
              
              	//Bit Offset: 0x154
              	//Bit Size: 0x1
              	int hotpotato;
              
              	//Bit Offset: 0x155
              	//Bit Size: 0x1
              	int multibomb;
              
              	//Bit Offset: 0x156
              	//Bit Size: 0x2
              	int enemycarriervisible;
              
              	//Bit Offset: 0x158
              	//Bit Size: 0x1
              	int kothmode;
              
              	//Bit Offset: 0x159
              	//Bit Size: 0x1
              	int delayplayer;
              
              	//Bit Offset: 0x15A
              	//Bit Size: 0x2
              	int randomobjectivelocations;
              
              	//Bit Offset: 0x15C
              	//Bit Size: 0x1
              	int idleflagdecay;
              
              	//Bit Offset: 0x15D
              	//Bit Size: 0x1
              	int scoreperplayer;
              
              	//Bit Offset: 0x15E
              	//Bit Size: 0x7
              	int weapontimer;
              
              	//Bit Offset: 0x165
              	//Bit Size: 0x5
              	int weaponcount;
              
              	//Bit Offset: 0x16A
              	//Bit Size: 0x3
              	int spectatetype;
              
              	//Bit Offset: 0x16D
              	//Bit Size: 0x1
              	int allowspectating;
              
              	//Bit Offset: 0x16E
              	//Bit Size: 0x1
              	int disablethirdpersonspectating;
              
              	//Bit Offset: 0x16F
              	//Bit Size: 0x4
              	int teamcount;
              
              	//Bit Offset: 0x173
              	//Bit Size: 0x1
              	int autoteambalance;
              
              	//Bit Offset: 0x174
              	//Bit Size: 0x1
              	int allowingameteamchange;
              
              	//Bit Offset: 0x175
              	//Bit Size: 0x4
              	int teamkillpunishcount;
              
              	//Bit Offset: 0x179
              	//Bit Size: 0x4
              	int teamkillpenalty;
              
              	//Bit Offset: 0x17D
              	//Bit Size: 0x8
              	uk6 teamkillreducedpenalty;
              
              	//Bit Offset: 0x185
              	//Bit Size: 0x6
              	int teamkillscore;
              
              	//Bit Offset: 0x18B
              	//Bit Size: 0x5
              	int teamkillspawndelay;
              
              	//Bit Offset: 0x190
              	//Bit Size: 0x1
              	int teamkillpointloss;
              
              	//Bit Offset: 0x191
              	//Bit Size: 0x8
              	uk6 roundstartexplosivedelay;
              
              	//Bit Offset: 0x199
              	//Bit Size: 0x8
              	uk6 roundstartkillstreakdelay;
              
              	//Bit Offset: 0x1A1
              	//Bit Size: 0x1
              	int voipdeadchatwithdead;
              
              	//Bit Offset: 0x1A2
              	//Bit Size: 0x1
              	int voipdeadchatwithteam;
              
              	//Bit Offset: 0x1A3
              	//Bit Size: 0x1
              	int voipdeadhearallliving;
              
              	//Bit Offset: 0x1A4
              	//Bit Size: 0x1
              	int voipdeadhearkiller;
              
              	//Bit Offset: 0x1A5
              	//Bit Size: 0x1
              	int voipdeadhearteamliving;
              
              	//Bit Offset: 0x1A6
              	//Bit Size: 0x1
              	int voipeveryonehearseveryone;
              
              	//Bit Offset: 0x1A7
              	//Bit Size: 0x1
              	int voipkillershearvictim;
              
              	//Bit Offset: 0x1A8
              	//Bit Size: 0x4
              	int playerkillsmax;
              
              	//Bit Offset: 0x1AC
              	//Bit Size: 0x5
              	int totalkillsmax;
              
              	//Bit Offset: 0x1B1
              	//Bit Size: 0x8
              	int maxplayeroffensive;
              
              	//Bit Offset: 0x1B9
              	//Bit Size: 0x8
              	int maxplayerdefensive;
              
              	//Bit Offset: 0x1C1
              	//Bit Size: 0x9
              	uk6 maxplayereventsperminute;
              
              	//Bit Offset: 0x1CA
              	//Bit Size: 0x9
              	uk6 maxobjectiveeventsperminute;
              
              	//Bit Offset: 0x1D3
              	//Bit Size: 0xA
              	int antiboostdistance;
              
              	//Bit Offset: 0x1DD
              	//Bit Size: 0x1
              	int allowprone;
              
              	//Bit Offset: 0x1DE
              	//Bit Size: 0x1
              	int allowaimslowdown;
              
              	//Bit Offset: 0x1DF
              	//Bit Size: 0x1
              	int disallowprone;
              
              	//Bit Offset: 0x1E0
              	//Bit Size: 0x1
              	int disallowaimslowdown;
              
              	//Bit Offset: 0x1E1
              	//Bit Size: 0x1
              	int roundscorecarry;
              
              	//Bit Offset: 0x1E2
              	//Bit Size: 0x1
              	int hardcoremode;
              
              	//Bit Offset: 0x1E3
              	//Bit Size: 0x2
              	int friendlyfiretype;
              
              	//Bit Offset: 0x1E5
              	//Bit Size: 0x1
              	unsigned int disableweapondrop;
              
              	//Bit Offset: 0x1E6
              	//Bit Size: 0x1
              	int disableambientfx;
              
              	//Bit Offset: 0x1E7
              	//Bit Size: 0x1
              	int disablecac;
              
              	//Bit Offset: 0x1E8
              	//Bit Size: 0x1
              	int disableclassselection;
              
              	//Bit Offset: 0x1E9
              	//Bit Size: 0x5
              	int maxallocation;
              
              	//Bit Offset: 0x1EE
              	//Bit Size: 0x4C74
              	cacloadoutlist_s cacloadouts[7];
              
              	//Bit Offset: 0x4E62
              	//Bit Size: 0x100
              	int restricteditems[256];
              
              	//Bit Offset: 0x4F62
              	//Bit Size: 0x20
              	int restrictedattachments[32];
              
              	//Bit Offset: 0x4F82
              	//Bit Size: 0x1
              	int presetclassesperteam;
              
              	//Bit Offset: 0x4F83
              	//Bit Size: 0x1
              	int zmdifficulty;
              
              	//Bit Offset: 0x4F84
              	//Bit Size: 0x5
              	int startround;
              
              	//Bit Offset: 0x4F89
              	//Bit Size: 0x1
              	int magic;
              
              	//Bit Offset: 0x4F8A
              	//Bit Size: 0x1
              	int headshotsonly;
              
              	//Bit Offset: 0x4F8B
              	//Bit Size: 0x1
              	int allowdogs;
              
              };
              
              //Bit Size: 0x1A4
              struct cacloadout_s
              {
              	//Bit Offset: 0x0
              	//Bit Size: 0x8
              	byte primary;
              
              	//Bit Offset: 0x8
              	//Bit Size: 0x8
              	byte primaryattachmenttop;
              
              	//Bit Offset: 0x10
              	//Bit Size: 0x8
              	byte primaryattachmentbottom;
              
              	//Bit Offset: 0x18
              	//Bit Size: 0x8
              	byte primaryattachmenttrigger;
              
              	//Bit Offset: 0x20
              	//Bit Size: 0x8
              	byte primaryattachmentmuzzle;
              
              	//Bit Offset: 0x28
              	//Bit Size: 0x8
              	byte primaryattachmentgunperk;
              
              	//Bit Offset: 0x30
              	//Bit Size: 0x8
              	byte primarycamo;
              
              	//Bit Offset: 0x38
              	//Bit Size: 0x8
              	byte primaryreticle;
              
              	//Bit Offset: 0x40
              	//Bit Size: 0x8
              	byte primaryreticlecolor;
              
              	//Bit Offset: 0x48
              	//Bit Size: 0x8
              	byte primarylens;
              
              	//Bit Offset: 0x50
              	//Bit Size: 0x8
              	byte primarytag;
              
              	//Bit Offset: 0x58
              	//Bit Size: 0x8
              	byte primaryemblem;
              
              	//Bit Offset: 0x60
              	//Bit Size: 0x3
              	unsigned int primaryattachmentorder1;
              
              	//Bit Offset: 0x63
              	//Bit Size: 0x3
              	unsigned int primaryattachmentorder2;
              
              	//Bit Offset: 0x66
              	//Bit Size: 0x3
              	unsigned int primaryattachmentorder3;
              
              	//Bit Offset: 0x69
              	//Bit Size: 0x3
              	unsigned int primaryattachmentorder4;
              
              	//Bit Offset: 0x6C
              	//Bit Size: 0x3
              	unsigned int primaryattachmentorder5;
              
              	//Bit Offset: 0x6F
              	//Bit Size: 0x8
              	byte secondary;
              
              	//Bit Offset: 0x77
              	//Bit Size: 0x8
              	byte secondaryattachmenttop;
              
              	//Bit Offset: 0x7F
              	//Bit Size: 0x8
              	byte secondaryattachmentbottom;
              
              	//Bit Offset: 0x87
              	//Bit Size: 0x8
              	byte secondaryattachmenttrigger;
              
              	//Bit Offset: 0x8F
              	//Bit Size: 0x8
              	byte secondaryattachmentmuzzle;
              
              	//Bit Offset: 0x97
              	//Bit Size: 0x8
              	byte secondaryattachmentgunperk;
              
              	//Bit Offset: 0x9F
              	//Bit Size: 0x8
              	byte secondarycamo;
              
              	//Bit Offset: 0xA7
              	//Bit Size: 0x8
              	byte secondaryreticle;
              
              	//Bit Offset: 0xAF
              	//Bit Size: 0x8
              	byte secondaryreticlecolor;
              
              	//Bit Offset: 0xB7
              	//Bit Size: 0x8
              	byte secondarylens;
              
              	//Bit Offset: 0xBF
              	//Bit Size: 0x8
              	byte secondarytag;
              
              	//Bit Offset: 0xC7
              	//Bit Size: 0x8
              	byte secondaryemblem;
              
              	//Bit Offset: 0xCF
              	//Bit Size: 0x3
              	unsigned int secondaryattachmentorder1;
              
              	//Bit Offset: 0xD2
              	//Bit Size: 0x3
              	unsigned int secondaryattachmentorder2;
              
              	//Bit Offset: 0xD5
              	//Bit Size: 0x3
              	unsigned int secondaryattachmentorder3;
              
              	//Bit Offset: 0xD8
              	//Bit Size: 0x3
              	unsigned int secondaryattachmentorder4;
              
              	//Bit Offset: 0xDB
              	//Bit Size: 0x3
              	unsigned int secondaryattachmentorder5;
              
              	//Bit Offset: 0xDE
              	//Bit Size: 0x8
              	byte specialty1;
              
              	//Bit Offset: 0xE6
              	//Bit Size: 0x8
              	byte specialty2;
              
              	//Bit Offset: 0xEE
              	//Bit Size: 0x8
              	byte specialty3;
              
              	//Bit Offset: 0xF6
              	//Bit Size: 0x8
              	byte specialty4;
              
              	//Bit Offset: 0xFE
              	//Bit Size: 0x8
              	byte specialty5;
              
              	//Bit Offset: 0x106
              	//Bit Size: 0x8
              	byte specialty6;
              
              	//Bit Offset: 0x10E
              	//Bit Size: 0x8
              	byte primarygrenade;
              
              	//Bit Offset: 0x116
              	//Bit Size: 0x8
              	byte primarygrenadecount;
              
              	//Bit Offset: 0x11E
              	//Bit Size: 0x1
              	unsigned int primarygrenadestatus1;
              
              	//Bit Offset: 0x11F
              	//Bit Size: 0x1
              	unsigned int primarygrenadestatus2;
              
              	//Bit Offset: 0x120
              	//Bit Size: 0x1
              	unsigned int primarygrenadestatus3;
              
              	//Bit Offset: 0x121
              	//Bit Size: 0x8
              	byte specialgrenade;
              
              	//Bit Offset: 0x129
              	//Bit Size: 0x8
              	byte specialgrenadecount;
              
              	//Bit Offset: 0x131
              	//Bit Size: 0x1
              	unsigned int specialgrenadestatus1;
              
              	//Bit Offset: 0x132
              	//Bit Size: 0x1
              	unsigned int specialgrenadestatus2;
              
              	//Bit Offset: 0x133
              	//Bit Size: 0x1
              	unsigned int specialgrenadestatus3;
              
              	//Bit Offset: 0x134
              	//Bit Size: 0x8
              	byte equipment;
              
              	//Bit Offset: 0x13C
              	//Bit Size: 0x8
              	byte equipmentcount;
              
              	//Bit Offset: 0x144
              	//Bit Size: 0x8
              	byte equipment2;
              
              	//Bit Offset: 0x14C
              	//Bit Size: 0x8
              	byte equipment2count;
              
              	//Bit Offset: 0x154
              	//Bit Size: 0x8
              	byte bonuscard1;
              
              	//Bit Offset: 0x15C
              	//Bit Size: 0x8
              	byte bonuscard2;
              
              	//Bit Offset: 0x164
              	//Bit Size: 0x8
              	byte bonuscard3;
              
              	//Bit Offset: 0x16C
              	//Bit Size: 0x8
              	unsigned int primaryattachment1;
              
              	//Bit Offset: 0x174
              	//Bit Size: 0x8
              	unsigned int primaryattachment2;
              
              	//Bit Offset: 0x17C
              	//Bit Size: 0x8
              	unsigned int primaryattachment3;
              
              	//Bit Offset: 0x184
              	//Bit Size: 0x8
              	unsigned int secondaryattachment1;
              
              	//Bit Offset: 0x18C
              	//Bit Size: 0x8
              	unsigned int secondaryattachment2;
              
              	//Bit Offset: 0x194
              	//Bit Size: 0x8
              	unsigned int secondaryattachment3;
              
              	//Bit Offset: 0x19C
              	//Bit Size: 0x8
              	byte knifecamo;
              
              };
              
              //Bit Size: 0x15A3
              struct cacstatsloadoutlist_s
              {
              	//Bit Offset: 0x0
              	//Bit Size: 0x1068
              	cacloadout_s customclass[10];
              
              	//Bit Offset: 0x1068
              	//Bit Size: 0x500
              	char customclassname[10];
              
              	//Bit Offset: 0x1568
              	//Bit Size: 0x8
              	byte killstreak1;
              
              	//Bit Offset: 0x1570
              	//Bit Size: 0x8
              	byte killstreak2;
              
              	//Bit Offset: 0x1578
              	//Bit Size: 0x8
              	byte killstreak3;
              
              	//Bit Offset: 0x1580
              	//Bit Size: 0x8
              	byte killstreak4;
              
              	//Bit Offset: 0x1588
              	//Bit Size: 0x8
              	byte killstreak5;
              
              	//Bit Offset: 0x1590
              	//Bit Size: 0x8
              	byte killstreak6;
              
              	//Bit Offset: 0x1598
              	//Bit Size: 0x1
              	int resetwarningdisplayed;
              
              	//Bit Offset: 0x1599
              	//Bit Size: 0x1
              	int classwarningdisplayed;
              
              	//Bit Offset: 0x159A
              	//Bit Size: 0x1
              	int iamacheater;
              
              	//Bit Offset: 0x159B
              	//Bit Size: 0x8
              	byte loadoutversion;
              
              };
              
              //Bit Size: 0xAEC
              struct cacloadoutlist_s
              {
              	//Bit Offset: 0x0
              	//Bit Size: 0x834
              	cacloadout_s customclass[5];
              
              	//Bit Offset: 0x834
              	//Bit Size: 0x280
              	char customclassname[5];
              
              	//Bit Offset: 0xAB4
              	//Bit Size: 0x8
              	byte killstreak1;
              
              	//Bit Offset: 0xABC
              	//Bit Size: 0x8
              	byte killstreak2;
              
              	//Bit Offset: 0xAC4
              	//Bit Size: 0x8
              	byte killstreak3;
              
              	//Bit Offset: 0xACC
              	//Bit Size: 0x8
              	byte killstreak4;
              
              	//Bit Offset: 0xAD4
              	//Bit Size: 0x8
              	byte killstreak5;
              
              	//Bit Offset: 0xADC
              	//Bit Size: 0x8
              	byte killstreak6;
              
              	//Bit Offset: 0xAE4
              	//Bit Size: 0x8
              	byte loadoutversion;
              };
              
              1 Reply Last reply
              0
              • vituhdsundefined Offline
                vituhdsundefined Offline
                vituhds
                replied to Zice on last edited by
                #10

                Zice I think my restricted.cfg doesn't work, can you help me?

                1 Reply Last reply
                0
                • Ghost420_undefined Offline
                  Ghost420_undefined Offline
                  Ghost420_
                  replied to alejandrodarz on last edited by
                  #11

                  alejandrodarz
                  Thanks a lot ! very good ! 😃

                  1 Reply Last reply
                  0
                  • _DXMO_undefined Offline
                    _DXMO_undefined Offline
                    _DXMO_
                    replied to Zice on last edited by
                    #12

                    Zice I'm stuck. I can't seem to do this. Please help.

                    1 Reply Last reply
                    0
                    • bubblewrapundefined Offline
                      bubblewrapundefined Offline
                      bubblewrap
                      wrote on last edited by
                      #13

                      Is there any way to replace a kill streak with a different kill streak?

                      Removing a kill streak with no replacement can be done in tdm.cfg using

                      restrict_item "killstreak_spyplane".
                      

                      This works.
                      Replacing a weapon with another weapon can be done in restricted.cfg using

                      replacement beretta93r_mp+extclip
                      smaw_mp
                      

                      This works.
                      Trying to replace a kill streak with a different kill streak in restricted.cfg does not work (with what I've tried

                      replacement supply_drop_mp 
                      comlink_mp
                      

                      Does not work

                      replacement killstreak_missile_drone
                      killstreak_spyplane
                      

                      does not work

                      different names are listed for each kill streak in restricted.cfg, from what is listed higher up in this thread.

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                      • A Former User? Offline
                        A Former User? Offline
                        A Former User
                        wrote on last edited by
                        #14

                        hello, can someone tell me how to restrict the iron sight please?

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