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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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  • undefined Offline
    undefined Offline
    alejandrodarz
    wrote on Jun 15, 2020, 8:38 AM last edited by
    #1

    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.

    undefined 1 Reply Last reply Jun 15, 2020, 12:20 PM
    3
    • undefined Offline
      undefined Offline
      Kalitos
      replied to alejandrodarz on Jun 15, 2020, 12:20 PM last edited by
      #2

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

      undefined 1 Reply Last reply Jun 16, 2020, 1:27 AM
      1
      • undefined Offline
        undefined Offline
        alejandrodarz
        replied to Kalitos on Jun 16, 2020, 1:27 AM last edited by
        #3

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

        undefined 1 Reply Last reply Jun 16, 2020, 1:30 AM
        2
        • undefined Offline
          undefined Offline
          Cahz VIP
          replied to alejandrodarz on Jun 16, 2020, 1:30 AM last edited by
          #4

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

          undefined 1 Reply Last reply Jun 16, 2020, 1:33 AM
          1
          • undefined Offline
            undefined Offline
            alejandrodarz
            replied to Cahz on Jun 16, 2020, 1:33 AM last edited by alejandrodarz Jun 16, 2020, 4:39 AM
            #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 Nov 16, 2022, 10:20 AM
            6
            • undefined Offline
              undefined Offline
              alejandrodarz
              wrote on Jun 16, 2020, 1:44 AM 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
              • undefined Offline
                undefined Offline
                CPL
                wrote on Jun 16, 2020, 4:15 AM 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 Jun 16, 2020, 8:56 AM 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 undefined 2 Replies Last reply Aug 31, 2021, 12:04 PM
                  1
                  • Deicideundefined Offline
                    Deicideundefined Offline
                    Deicide
                    wrote on Apr 9, 2021, 8:35 AM 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;
                    };
                    
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                    0
                    • vituhdsundefined Offline
                      vituhdsundefined Offline
                      vituhds
                      replied to Zice on Aug 31, 2021, 12:04 PM 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 Nov 16, 2022, 10:20 AM last edited by
                        #11

                        alejandrodarz
                        Thanks a lot ! very good ! 😃

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                        0
                        • undefined Offline
                          undefined Offline
                          _DXMO_
                          replied to Zice on Jan 12, 2023, 1:36 PM last edited by
                          #12

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

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                          • undefined Offline
                            undefined Offline
                            bubblewrap
                            wrote on Jan 21, 2023, 2:29 AM 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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                            0
                            • ? Offline
                              ? Offline
                              A Former User
                              wrote on Jul 30, 2024, 4:45 PM last edited by
                              #14

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

                              1 Reply Last reply
                              0

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