-- PROP HUNT: ENHANCED CONVARS -- Playermodels controls convars local mdlprop = CreateConVar("ph_use_custom_plmodel_for_prop", "0", { FCVAR_SERVER_CAN_EXECUTE, FCVAR_REPLICATED, FCVAR_ARCHIVE, FCVAR_NOTIFY }, "Should use a custom Player's Model for Props when the round begins?") local mdlenable = CreateConVar("ph_use_custom_plmodel", "0", { FCVAR_SERVER_CAN_EXECUTE, FCVAR_REPLICATED, FCVAR_ARCHIVE, FCVAR_NOTIFY }, "Should use a custom player model available for Hunters?\nPlease note that you must have to activate \'ph_use_custom_plmodel_for_prop\' too!") -- Tutorial for ph_use_playermodeltype can be found under FAQ. local mdltype = CreateConVar("ph_use_playermodeltype", "0", {FCVAR_REPLICATED, FCVAR_ARCHIVE, FCVAR_NOTIFY}, "Which model list that should deliver from? 0 = All Playermodels availale, 1 = Use Legacy method: list.Get('PlayerOptionsModel') (Recommended if you want to custom your model list)") -- Enhanced Prop Hunt specify convars local cmcoll = CreateConVar("ph_prop_camera_collisions", "0", { FCVAR_SERVER_CAN_EXECUTE, FCVAR_REPLICATED, FCVAR_ARCHIVE, FCVAR_NOTIFY }, "Attempts to stop props from viewing inside walls.") local fcam = CreateConVar("ph_freezecam", "1", { FCVAR_SERVER_CAN_EXECUTE, FCVAR_REPLICATED, FCVAR_ARCHIVE, FCVAR_NOTIFY }, "Freeze Camera.") local propcoll = CreateConVar("ph_prop_collision", "0", { FCVAR_SERVER_CAN_EXECUTE, FCVAR_REPLICATED, FCVAR_ARCHIVE, FCVAR_NOTIFY }, "Should Team Props collide with each other?") -- Custom Taunts ConVars local ct_delay = CreateConVar("ph_customtaunts_delay", "6", { FCVAR_SERVER_CAN_EXECUTE, FCVAR_REPLICATED, FCVAR_ARCHIVE, FCVAR_NOTIFY }, "How many in seconds delay for props to play custom taunt again? (Default is 6)") local ct_enable = CreateConVar("ph_enable_custom_taunts", "0", { FCVAR_SERVER_CAN_EXECUTE, FCVAR_REPLICATED, FCVAR_ARCHIVE, FCVAR_NOTIFY }, "Enable custom taunts for prop teams by pressing C? (Default 0)\n You must have a list of custom taunts to enable this.") local nt_delay = CreateConVar("ph_normal_taunt_delay", "2", { FCVAR_SERVER_CAN_EXECUTE, FCVAR_REPLICATED, FCVAR_ARCHIVE, FCVAR_NOTIFY }, "How many in seconds delay for props to play normal [F3] taunt again? (Default is 2)") -- The Prop Jump Multiplier (count by float) local pjumpx = CreateConVar("ph_prop_jumppower", "1.4", {FCVAR_SERVER_CAN_EXECUTE, FCVAR_REPLICATED, FCVAR_ARCHIVE, FCVAR_NOTIFY}, "Multipliers for Prop Jump Power (Do not confused with Prop's Gravity!). Default is 1.4. Min. 1.") -- The 'Prop Rotation' Notification local rotation_notify = CreateConVar("ph_notice_prop_rotation", "1", {FCVAR_SERVER_CAN_EXECUTE, FCVAR_REPLICATED, FCVAR_ARCHIVE, FCVAR_NOTIFY}, "Enable Prop Rotation notification on every time Prop Spawns.") -- Freezecam Sound Overrides & Cue Path checks (make sure they don't use '\' but instead '/') local fc_sound = CreateConVar("ph_fc_use_single_sound", "0", {FCVAR_SERVER_CAN_EXECUTE, FCVAR_REPLICATED, FCVAR_ARCHIVE, FCVAR_NOTIFY}, "Use single Freezecam sound instead of sound list?") local fc_cue = CreateConVar("ph_fc_cue_path", "misc/freeze_cam.wav", {FCVAR_SERVER_CAN_EXECUTE, FCVAR_REPLICATED, FCVAR_ARCHIVE, FCVAR_NOTIFY}, "Path for single Freezecam sound.") if SERVER then cvars.AddChangeCallback("ph_fc_cue_path", function(cvar,old,new) PHE.LegalCuePath = string.Replace(new, "\\", "/") end, "fc_path_modify") end -- Lucky Ball ConVars local lball = CreateConVar("ph_enable_lucky_balls", "1", { FCVAR_SERVER_CAN_EXECUTE, FCVAR_REPLICATED, FCVAR_NOTIFY }, "Spawn Lucky balls on breakable props?") local dball = CreateConVar("ph_enable_devil_balls", "1", { FCVAR_SERVER_CAN_EXECUTE, FCVAR_REPLICATED, FCVAR_NOTIFY }, "Spawn Devil balls when hunter dies?") -- PlayerID on Team Specific local plnames = CreateConVar("ph_enable_plnames", "0", { FCVAR_SERVER_CAN_EXECUTE, FCVAR_REPLICATED, FCVAR_ARCHIVE, FCVAR_NOTIFY }, "Serverside control for if a clients see client\'s team player names through walls.") -- Generic Prop Hunt ConVars local h_penalty = CreateConVar("ph_hunter_fire_penalty", "5", { FCVAR_SERVER_CAN_EXECUTE, FCVAR_REPLICATED, FCVAR_ARCHIVE, FCVAR_NOTIFY }, "Health points removed from hunters when they shoot.") local h_killbns = CreateConVar("ph_hunter_kill_bonus", "100", { FCVAR_SERVER_CAN_EXECUTE, FCVAR_REPLICATED, FCVAR_ARCHIVE, FCVAR_NOTIFY }, "How much health to give back to the Hunter after killing a prop.") local h_swap = CreateConVar("ph_swap_teams_every_round", "1", { FCVAR_SERVER_CAN_EXECUTE, FCVAR_REPLICATED, FCVAR_ARCHIVE, FCVAR_NOTIFY }, "Should teams swapped on every round?") local game_time = CreateConVar("ph_game_time", "30", { FCVAR_SERVER_CAN_EXECUTE, FCVAR_REPLICATED, FCVAR_ARCHIVE, FCVAR_NOTIFY }, "Maximum Time Left (in minutes) - Default is 30 minutes.") local blind_time = CreateConVar("ph_hunter_blindlock_time", "30", { FCVAR_SERVER_CAN_EXECUTE, FCVAR_REPLICATED, FCVAR_ARCHIVE, FCVAR_NOTIFY }, "How long hunters are blinded (in seconds)") local round_time = CreateConVar("ph_round_time", "300", { FCVAR_SERVER_CAN_EXECUTE, FCVAR_REPLICATED, FCVAR_ARCHIVE, FCVAR_NOTIFY }, "Time (in seconds) for each rounds.") local round_map = CreateConVar("ph_rounds_per_map", "10", { FCVAR_SERVER_CAN_EXECUTE, FCVAR_REPLICATED, FCVAR_ARCHIVE, FCVAR_NOTIFY }, "Numbers played on a map (Default: 10)") -- Round Control local wait_pl = CreateConVar( "ph_waitforplayers", "1", { FCVAR_SERVER_CAN_EXECUTE, FCVAR_REPLICATED, FCVAR_ARCHIVE, FCVAR_NOTIFY }, "Should we wait for players for proper round?" ) local wait_pl_min = CreateConVar( "ph_min_waitforplayers", "1", { FCVAR_SERVER_CAN_EXECUTE, FCVAR_REPLICATED, FCVAR_ARCHIVE }, "Numbers of mininum players that we should wait for round start. Value must not contain less than 1." ) -- Verbose mode & Function local verbose = CreateConVar("ph_print_verbose", "0", { FCVAR_SERVER_CAN_EXECUTE, FCVAR_REPLICATED, FCVAR_ARCHIVE }, "Developer Verbose. Some printed messages will only appear if this is enabled.") function printVerbose(text) if GetConVar("ph_print_verbose"):GetBool() && text then print(tostring(text)) end end -- Autotaunt delay (in seconds) local at_delay = CreateConVar("ph_autotaunt_delay", "45", { FCVAR_SERVER_CAN_EXECUTE, FCVAR_REPLICATED, FCVAR_ARCHIVE }, "The delay for the auto taunt") -- Is autotaunt enabled local at_enable = CreateConVar("ph_autotaunt_enabled", "1",{ FCVAR_SERVER_CAN_EXECUTE, FCVAR_REPLICATED, FCVAR_ARCHIVE }, "Should auto taunting be enabled") -- Use newer model for Bren MK local mkbren_new = CreateConVar("ph_mkbren_use_new_mdl", "1", { FCVAR_SERVER_CAN_EXECUTE, FCVAR_REPLICATED, FCVAR_ARCHIVE }, "Use new model for Bren MK II Bonus Weapon (Require Map Restart!!)") -- OBB Model Data Modifier, specified on map. local obb_mod = CreateConVar("ph_sv_enable_obb_modifier", "1",{ FCVAR_SERVER_CAN_EXECUTE, FCVAR_REPLICATED, FCVAR_ARCHIVE }, "Developer: Enable OBB Model Data Modifier") local obb_every = CreateConVar("ph_reload_obb_setting_everyround", "1",{ FCVAR_SERVER_CAN_EXECUTE, FCVAR_REPLICATED, FCVAR_ARCHIVE }, "Developer: Reload OBB Model Data Modifier Every round Restarts") -- This is for a temporary. local check_boundaries = CreateConVar("phe_check_props_boundaries", "0", { FCVAR_SERVER_CAN_EXECUTE, FCVAR_REPLICATED, FCVAR_ARCHIVE, FCVAR_NOTIFY }, "[EXPERIMENTAL] This feature is under Work-in-Progress! Enable prop boundaries Check? This will prevent you to stuck with other objects/Wall.")