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

Topic created · 9 Posts · 476 Views
  • It's easy, here I leave the link to dedicated.cfg where all the restrictions are: https://raw.githubusercontent.com/xerxes-at/T6ServerConfigs/master/dedicated.cfg.

    We already realized that removing the two slash (//) in front of the restriction in our dedicated.cfg was useless, since nothing happened, because what we are going to do is copy the restriction, that is restrict_attachment "mms" in this case to restrict the accessory mms of the weapons, because we copy it and go to the folder t6r \ data \ gamesettings \ within our game, from there we open in the game mode that we want to add the restriction if we want to add it in all game modes we would have to open all the files in our case we are only going to add it in tdm mode for this we open the tdm.cfg file and then there, paste restrict_attachment "mms" at the end of the document.

  • @alejandrodarz Is it something you tried and does it work or is it just a theory?

  • @Kalitos
    I tried it and it worked, it's not theory.

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

  • @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

  • 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

  • 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.

  • 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
    ..."

  • 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;
    };
    
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