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AQS.ini
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//
/// IF YOU DISABLE AN EVENT, FOR EXAMPLE "HEADSHOT EVENT", THE HEAD SHOT SOUNDS WILL NOT BE PRECACHED.
/// REGARDING HUD MESSAGES [ TE_TEXTMESSAGE ], USE THE EMPTY VALUE TO SET NO HUD MESSAGES.
/// THE EMPTY VALUE MEANS NOTHING AFTER THE '=' SYMBOL.
/// IF YOU DISABLE THE PLUGIN, NO SOUNDS WILL BE PRECACHED.
/// IF YOU USE THE EMPTY VALUE FOR THE SOUND IN AN EVENT, THE EVENT WILL STILL WORK, BUT, WITHOUT ANY SOUND.
/// IN WINDOWS, TALKING ABOUT FILE NAMES, 'one.wav' AND 'ONE.WAV' ARE SAME. IN LINUX AND PROBABLY OTHER SYSTEMS,
/// 'one.wav' AND 'ONE.WAV' CAN BE BOTH INTO THE SAME FOLDER, AS DIFFERENT FILES. SO, TAKE CARE ABOUT THE SOUND FILE NAMES,
/// IF YOUR GAME SERVER IS ON LINUX.
///
/// CONFIG VERSION: AQS 8.0
//
# ENABLES OR DISABLES THE PLUGIN.
#
ENABLE/ DISABLE PLUGIN = 1
# ENABLES OR DISABLES THE '/SOUNDS' CHAT COMMAND.
#
# IF DISABLED [ 0 ], ALL NEW PLAYERS WILL HAVE THE SOUNDS ENABLED AND THEY WILL NOT BE ALLOWED TO CHANGE THIS ANYMORE.
# IF ENABLED [ 1 ], ALL NEW PLAYERS WILL HAVE THE SOUNDS ENABLED BUT THEY WILL BE ALLOWED TO CHANGE THIS.
#
ENABLE/ DISABLE CHAT = 1
# THE CHAT COMMAND(S) SEPARATED BY SEMICOLON (;).
#
# CASE INSENSITIVE [ s = S & S = s ].
#
# DO NOT ADD TOO MANY. MIGHT NEGATIVELY ALTER THE PERFORMANCE. WE RECOMMEND AT MOST 4, 6 OR 8.
#
# DO NOT ADD "sounds" (WITHOUT QUOTES). IT WILL BE TRIGGERED (THE COMMAND) IF SOMEONE TYPES "sounds nice".
#
# MAY ALSO USE SPECIAL CHARACTERS SUCH â, з, ğ, 語, س, औ.
#
# DEFAULT: .sounds ; /sounds ; ,sounds ; !sounds
#
CHAT COMMANDS = .sounds ; /sounds ; ,sounds ; !sounds
# ENABLES OR DISABLES THE '/SOUNDS' CHAT INFORMATION AFTER THE PLAYER HAS JOINED THE GAME SERVER.
#
ENABLE/ DISABLE JOIN = 1
JOIN DELAY SECONDS = 6.000000 # IF ENABLED, AFTER THE PLAYER HAS JOINED WAIT THIS MANY SECONDS BEFORE PRINTING OUT THE INFORMATION ( DEF 6.000000 ).
# WHEN ENABLED, DO NOT SHOW THE CHAT '/SOUNDS' INFORMATION ANYMORE IF IT HAS ALREADY BEEN SHOWN TO THAT STEAM.
#
# THIS OPTION ONLY WORKS IF THE SQL STORAGE IS IN USE.
# THIS OPTION ONLY WORKS IF THE OPTION ABOVE IS ENABLED.
#
# DEFAULT = 1
#
SKIP EXISTING INFO = 1
# WHEN ENABLED, DO NOT SHOW THE CHAT '/SOUNDS' COMMAND WHEN TYPED.
#
# DEFAULT = 0
#
HIDE CHAT CMD = 0
#
# THE TEAM RETRIEVAL METHOD.
#
# IF YOU'RE HAVING PROBLEMS WITH THE TEAM KILL EVENT (MAYBE 'NATURAL SELECTION' OR ANY OTHER RARE GAME MOD), CHANGE THIS TO 1.
#
# 0 = AMX MOD X ( get_user_team ) => get_user_team(nPlayer, szTeamName, charsmax(szTeamName)) METHOD.
# 1 = FAKE META ( pev_team ) => pev(nPlayer, pev_team) METHOD.
# 2 = PRIVATE DATA ( pvPrivateData ) => get_pdata_int(nPlayer, g_nTeamMemberOffs, g_nTeamMemberOffsLinuxDiff) METHOD. YOU NEED TO SPECIFY THE TEAM MEMBER OFFSET FOR YOUR MOD.
#
# DEFAULT: 0
#
TEAM RETRIEVAL = 0
TEAM MEMBER OFFS = 114 # THIS IS THE CS/ CZ TEAM MEMBER OFFSET. OTHER MODS MIGHT USE A DIFFERENT VALUE.
TEAM OFFS LINUX DIFF = 5 # THIS IS THE AMX MOD X DEFAULT.
# HUD MESSAGES IN RGB [ RED, GREEN, BLUE ].
#
# USE UNDERLINE FOR RANDOM VALUE. THE UNDERLINE IS '_' ( WITHOUT QUOTES ).
# THE MAXIMUM VALUE IS 255 AND THE MINIMUM VALUE IS 0.
#
# WE RECOMMEND BLUE MAX 127, RED MAX 191 & GREEN MAX 255.
#
HUDMSG RED = _
HUDMSG GREEN = _
HUDMSG BLUE = _
# ENABLES OR DISABLES THE SQL STORAGE STUFF.
#
# 1 = SQL PER STEAM PLAYER PREFERENCES STORAGE ON.
# 0 = SQL PER STEAM PLAYER PREFERENCES STORAGE OFF.
#
# USING SQL MAY RAISE UP RAM ( MEMORY ) USAGE AND SOME GAME HOSTING COMPANIES MAY RESTRICT TOO MUCH MEMORY USAGE.
# IF YOUR GAME SERVER RANDOMLY CRASHES AND YOU THINK YOUR GAME HOSTING COMPANY MAY LIMIT YOUR GAME SERVER MEMORY USAGE, TURN THIS OFF.
#
# DEFAULT = 1
#
SQL ON/ OFF = 1
# SQL FULL OR FAST STEAM STORAGE.
#
# 1 = FULL "STEAM_X:Y:ZZZ" FORMAT.
# 0 = FAST "ZZZ" FORMAT.
#
# IF YOUR STEAM IS "STEAM_0:0:36120359" BUT SOMETIMES THE GAME SERVER IS SAYING THAT YOUR STEAM IS "STEAM_0:1:36120359", "STEAM_1:1:36120359"
# OR "STEAM_1:0:36120359", USE 0.
#
# DEFAULT = 0
#
SQL FULL STEAM STORAGE = 0
# SQL USER NAME.
#
# NOT NEEDED FOR SQLITE LOCAL STORAGE, NEEDED FOR MYSQL REMOTE STORAGE. CAN BE EMPTY.
#
SQL USER = root
# SQL ADDRESS.
#
# NOT NEEDED FOR SQLITE LOCAL STORAGE, NEEDED FOR MYSQL REMOTE STORAGE. CAN BE EMPTY. CAN BE AN IP ADDRESS. CAN BE A DNS ADDRESS.
#
SQL ADDRESS = hattrick.go.ro
# SQL PASSWORD.
#
# NOT NEEDED FOR SQLITE LOCAL STORAGE, NEEDED FOR MYSQL REMOTE STORAGE. CAN BE EMPTY.
#
SQL PASSWORD =
# PRIMARY ( MAIN ) SQL CHARACTER SET.
#
# ONLY NEEDED FOR MYSQL. CAN BE EMPTY FOR MYSQL OR SQLITE AS WELL.
#
# utf8mb4, utf8, ...
#
# DEFAULT = utf8mb4
#
SQL CHARSET = utf8mb4
# SECONDARY SQL CHARACTER SET.
#
# THIS IS USED IF THE PRIMARY CHARACTER SET DOES NOT EXIST.
#
# ONLY NEEDED FOR MYSQL. CAN BE EMPTY FOR MYSQL OR SQLITE AS WELL.
#
# utf8mb4, utf8, ...
#
# DEFAULT = utf8
#
SQL SECONDARY CHARSET = utf8
# SQL DATABASE NAME.
#
# THE DATABASE NAME IF MYSQL IS USED. IF SQLITE LOCAL STORAGE IS USED, THIS MEANS THE DATABASE FILE NAME.
#
# DEFAULT = aqs
#
SQL DATABASE = aqs
# SQL EXTENSION TO USE.
#
# mysql [ REMOTE ( NEEDS ADDRESS, USER NAME & PASSWORD ) ].
#
# sqlite [ LOCAL ( THE DATABASE NAME IS A FILE NAME STORED ON THE GAME SERVER ) ].
#
# DEFAULT = sqlite
#
SQL EXTENSION = sqlite
# SQL TIME OUT SETTING.
#
# SECONDS TO WAIT BEFORE ABORTING AN UNRESPONSIVE CONNECTION. ONLY USED IN MYSQL.
#
# 0 = USE THE DEFAULT VALUE OF 60 SECONDS ( SEE THE "CORE.INI" CONFIG FILE ).
#
# DEFAULT = 0
#
SQL TIME OUT = 0
# K. STREAK.
#
# SOUNDS LIKE MONSTER KILL, GOD LIKE, MULTI KILL, MEGA KILL, TRIPLE KILL, ...
# YOU CAN MODIFY THE "REQUIREDKILLS" VALUES.
# YOU CAN ALSO MODIFY THE MESSAGES THAT WILL BE SENT TO THE PLAYERS.
# YOU CAN ALSO ADD OR REMOVE SOUNDS FROM THIS LIST.
# THERE'S NO SOUNDS LIMIT.
#
KILLSTREAK EVENT = 1
# IF YOUR GAME SERVER IS FFA ( FREE 4 ALL ) AND ALL THE CONNECTED PLAYERS ARE YOUR ENEMIES,
# SET THIS TO 0.
#
# IF YOU SET THIS TO 0 AND YOUR GAME SERVER IS NOT FFA THEN IF A TEAM KILL HAPPENS IT WILL TRIGGER SOUNDS LIKE RAMPAGE OR MEGA KILL.
#
KSTREAK FRAG IGNORED ON TEAM KILL = 1
# IF 1, EVEN IF THE PLAYER HAS NOT DIED, THEIR K. STREAK KILLS WILL BE ERASED ON EVERY NEW ROUND SO THEY CAN START FROM SCRATCH.
#
KSTREAK ERASE EVERY NEW ROUND = 0 # (DEFAULT 0). ONLY FOR CS/ CZ/ DOD MODS.
; SOUND STRUCTURE
;
; SOUND = {soundnumber} REQUIREDKILLS {kills} = {sound}
; SOUND = {soundnumber} MESSAGE @ %s {message}
;
SOUND = 1 REQUIREDKILLS 3 = AQS/triplekill.wav
SOUND = 1 MESSAGE @ %s is on TRIPLE KILL!
# AQS/quadrakill.wav
SOUND = 2 REQUIREDKILLS 5 = AQS/multikill.wav
SOUND = 2 MESSAGE @ %s is on MULTI KILL!
# AQS/multikill2.wav
# AQS/pentakill.wav
SOUND = 3 REQUIREDKILLS 6 = AQS/rampage.wav
SOUND = 3 MESSAGE @ %s is on RAMPAGE!
# AQS/rampage2.wav
# AQS/hexakill.wav
SOUND = 4 REQUIREDKILLS 7 = AQS/killingspree.wav
SOUND = 4 MESSAGE @ %s is on a KILLING SPREE!
# AQS/killingspree2.wav
SOUND = 5 REQUIREDKILLS 8 = AQS/dominating.wav
SOUND = 5 MESSAGE @ %s is DOMINATING!
# AQS/dominating2.wav
SOUND = 6 REQUIREDKILLS 9 = AQS/impressive.wav
SOUND = 6 MESSAGE @ %s seems IMPRESSIVE!
SOUND = 7 REQUIREDKILLS 10 = AQS/unstoppable.wav
SOUND = 7 MESSAGE @ %s is UNSTOPPABLE!
# AQS/unstoppable2.wav
SOUND = 8 REQUIREDKILLS 11 = AQS/outstanding.wav
SOUND = 8 MESSAGE @ %s is OUTSTANDING!
SOUND = 9 REQUIREDKILLS 12 = AQS/megakill.wav
SOUND = 9 MESSAGE @ %s made a MEGA KILL!
# AQS/megakill2.wav
SOUND = 10 REQUIREDKILLS 13 = AQS/ultrakill.wav
SOUND = 10 MESSAGE @ %s made an ULTRA KILL!
# AQS/ultrakill2.wav
SOUND = 11 REQUIREDKILLS 14 = AQS/eagleeye.wav
SOUND = 11 MESSAGE @ %s has an EAGLE EYE!
# AQS/eagleeye2.wav
SOUND = 12 REQUIREDKILLS 15 = AQS/ownage.wav
SOUND = 12 MESSAGE @ %s OWNS!
SOUND = 13 REQUIREDKILLS 16 = AQS/comboking.wav
SOUND = 13 MESSAGE @ %s is a KING!
SOUND = 14 REQUIREDKILLS 17 = AQS/maniac.wav
SOUND = 14 MESSAGE @ %s is a MANIAC!
SOUND = 15 REQUIREDKILLS 18 = AQS/ludicrouskill.wav
SOUND = 15 MESSAGE @ %s made a LUDICROUS KILL!
SOUND = 16 REQUIREDKILLS 19 = AQS/bullseye.wav
SOUND = 16 MESSAGE @ TOO EASY for %s!
SOUND = 17 REQUIREDKILLS 20 = AQS/excellent.wav
SOUND = 17 MESSAGE @ %s has EXCELLENT SKILLS!
SOUND = 18 REQUIREDKILLS 21 = AQS/pancake.wav
SOUND = 18 MESSAGE @ %s fries THEM ALL!
SOUND = 19 REQUIREDKILLS 22 = AQS/headhunter.wav
SOUND = 19 MESSAGE @ %s is a HEAD HUNTER!
# AQS/headhunter2.wav
SOUND = 20 REQUIREDKILLS 23 = AQS/unreal.wav
SOUND = 20 MESSAGE @ %s is UNREAL!
SOUND = 21 REQUIREDKILLS 24 = AQS/assassin.wav
SOUND = 21 MESSAGE @ %s is an ASSASSIN!
SOUND = 22 REQUIREDKILLS 25 = AQS/whickedsick.wav
SOUND = 22 MESSAGE @ %s is WICKED SICK!
SOUND = 23 REQUIREDKILLS 26 = AQS/massacre.wav
SOUND = 23 MESSAGE @ %s made a MASSACRE!
SOUND = 24 REQUIREDKILLS 27 = AQS/killingmachine.wav
SOUND = 24 MESSAGE @ %s is a KILLING MACHINE!
SOUND = 25 REQUIREDKILLS 28 = AQS/monsterkill.wav
SOUND = 25 MESSAGE @ %s made a MONSTER KILL!
# AQS/monsterkill2.wav
SOUND = 26 REQUIREDKILLS 29 = AQS/holyshit.wav
SOUND = 26 MESSAGE @ HOLY SHIT! %s GOT ANOTHER ONE!
SOUND = 27 REQUIREDKILLS 30 = AQS/godlike.wav
SOUND = 27 MESSAGE @ %s IS G O D L I K E !!!
# AQS/godlike2.wav
#
# IF YOU WANNA ADD ANOTHER K. STREAK SOUND, IT WILL BE THE SOUND WITH NUMBER '28'.
#
# ANYWAYS, WHATEVER YOU DO, DO NOT DESTROY THE SOUNDS CHAIN. 'SOUND = 11' FOLLOWED BY 'SOUND = 13' WOULD BE BAD.
# THE SOUNDS SHOULD ALWAYS START WITH '1' AND HAVE NO MISSING NUMBERS INTO THE CHAIN.
# YES, YOU CAN HAVE ONLY '3' SOUNDS IF YOU WANT, FOR EXAMPLE. THEY WILL BE 'SOUND = 1', 'SOUND = 2' AND 'SOUND = 3'.
#
# HEADSHOT.
#
# THE HUD MESSAGE STRUCTURE IS "%s {MESSAGE} %s {MESSAGE}", WHERE THE FIRST '%s' IS THE KILLER NAME AND THE NEXT '%s' IS THE VICTIM NAME.
# EXAMPLE OF HUD MESSAGE FOR HEADSHOT: "%s REMOVED %s's HEAD!" ( WITHOUT QUOTES ).
# THIS HUD MESSAGE WILL BE SENT TO ALL PLAYERS ( NOT ONLY TO THE KILLER OR ONLY TO THE VICTIM ).
# I SUGGEST TO LEAVE THE MESSAGE EMPTY ON POPULATED GAME SERVERS.
# BUT IT LOOKS FINE ON DAY OF DEFEAT.
# IF HEADSHOT ONLY KILLER IS 1 THEN ONLY THE KILLER WILL HEAR THE SOUND. ALL PLAYERS WILL HEAR THE SOUND IF 0.
#
HEADSHOT EVENT = 1
HEADSHOT ONLY KILLER = 1
HEADSHOT SOUNDS = AQS/headshot.wav , AQS/headshot2.wav , AQS/headshot3.wav , AQS/headshot4.wav
HEADSHOT HUDMSG =
# TRIGGER THE HEADSHOT IF A TEAM KILL HAPPENS.
#
HEADSHOT ON TEAM KILL = 0
# SUICIDE.
#
# THE HUD MESSAGE STRUCTURE IS "%s {MESSAGE}" OR "{MESSAGE} %s", WHERE '%s' IS THE VICTIM.
#
SUICIDE EVENT = 1
SUICIDE SOUNDS = AQS/yourefunny.wav
SUICIDE HUDMSG = %s KNOWS HOW THE KILL COMMAND WORKS!
# GRENADE KILL.
#
# THE HUD MESSAGE STRUCTURE IS "%s {MESSAGE} %s {MESSAGE}", WHERE THE FIRST '%s' IS THE KILLER NAME AND THE NEXT '%s' IS THE VICTIM NAME.
#
NADE EVENT = 1
NADE SOUNDS = AQS/laughs.wav , AQS/laughs2.wav , AQS/laughs3.wav , AQS/laughs4.wav , AQS/shutdown.wav
NADE HUDMSG = %s MADE A PRECISION THROW TO %s
# GRENADE WEAPON NAMES ( PARTIAL NAME OR FULL NAME ).
#
NADE NADES = GREN , NADE , NATE , FRAG , MILLS BOMB , SATCHEL
# TRIGGER THE GRENADE IF A TEAM KILL HAPPENS.
#
NADE ON TEAM KILL = 0
# TEAM KILL.
#
# THE HUD MESSAGE STRUCTURE IS "%s {MESSAGE}" OR "{MESSAGE} %s", WHERE '%s' IS THE KILLER NAME.
# THIS EVENT IS ONLY FOR CSTRIKE, CZERO AND DOD MODS.
#
TEAMKILL EVENT = 1
TEAMKILL SOUNDS = AQS/teamkiller.wav
TEAMKILL HUDMSG = %s IS SICK!
TEAMKILL HARD = 0 # HARD ENABLE THE TEAM KILL EVENT. THIS EVENT IS OFF FOR OTHER MODS BUT CS/ CZ/ DOD. IF YOU STILL NEED IT AND NOT USING CS/ CZ/ DOD ALREADY, CHANGE THIS TO 1. DEFAULT 0.
# KNIFE KILL.
#
# THE HUD MESSAGE STRUCTURE IS "%s {MESSAGE} %s {MESSAGE}", WHERE THE FIRST '%s' IS THE KILLER NAME AND THE NEXT '%s' IS THE VICTIM NAME.
#
KNIFE EVENT = 1
KNIFE SOUNDS = AQS/humiliating.wav , AQS/humiliatingdefeat.wav , AQS/humiliation.wav
KNIFE HUDMSG = %s SLICED AND DICED %s!
# KNIFE WEAPON NAMES ( PARTIAL NAME OR FULL NAME ).
#
KNIFE KNIVES = KNIF , SPAD , CROW
# TRIGGER THE KNIFE IF A TEAM KILL HAPPENS.
#
KNIFE ON TEAM KILL = 0
# TO TRIGGER THE KNIFE KILL EVENT, THE DISTANCE IN UNITS BETWEEN THE TWO PLAYERS MUST BE AT MOST THIS MANY UNITS.
#
KNIFE MAX DISTANCE = 256
# FIRST BLOOD.
#
# THE HUD MESSAGE STRUCTURE IS "%s {MESSAGE}" OR "{MESSAGE} %s", WHERE '%s' IS THE KILLER NAME.
#
FIRSTBLOOD EVENT = 1
FIRSTBLOOD SOUNDS = AQS/firstblood.wav , AQS/firstblood2.wav , AQS/firstblood3.wav , AQS/firstblood4.wav
FIRSTBLOOD HUDMSG = %s made the FIRST BLOOD!
# FIRST BLOOD HUD MESSAGE WHEN THE KILLER HAS LEFT THE GAME SERVER.
#
# THE HUD MESSAGE STRUCTURE IS "%s {MESSAGE}" OR "{MESSAGE} %s", WHERE '%s' IS THE VICTIM NAME.
#
FIRSTBLOOD HUDMSG KILLER DISCONNECTED = %s is the FIRST VICTIM!
# DRAW THE FIRST BLOOD IF SOMEONE COMMITS SUICIDE BY THE KILL COMMAND.
#
FIRSTBLOOD ON KILL CMD SUICIDE = 0
# DRAW THE FIRST BLOOD IF SOMEONE COMMITS SUICIDE BY TAKING WORLD DAMAGE.
#
FIRSTBLOOD ON WORLD DMG SUICIDE = 0
# DRAW THE FIRST BLOOD IF SOMEONE KILLS A TEAMMATE IF 1.
#
# IF THE FIRST BLOOD FEATURE IS ENABLED AND THE TEAM KILL FEATURE IS ENABLED AS WELL,
# 1 FEATURE WILL OVERRIDE THE OTHER ONE IF "FIRSTBLOOD ON TEAM KILL" ( SEE BELOW ) IS 1.
#
# DEFAULT 0
#
FIRSTBLOOD ON TEAM KILL = 0
# ROUND START.
#
# THE HUD MESSAGE STRUCTURE IS "{MESSAGE}", THE MESSAGE YOU WANT, DON'T USE '%s' HERE!
# THIS EVENT IS ONLY FOR CSTRIKE, CZERO AND DOD MODS.
#
ROUNDSTART EVENT = 1
ROUNDSTART SOUNDS = AQS/play.wav , AQS/pickupyourweaponsandfight.wav , AQS/prepareforbattle.wav , AQS/preparetofight.wav
ROUNDSTART HUDMSG = PREPARE TO FIGHT!
# /// WILL PLAY THE EVENT "X" SECONDS AFTER THE ROUND START FREEZE TIME BEGINS ( DEFAULT = 0.100000 WHICH MEANS 0.1 SECONDS ).
#
# DAY OF DEFEAT GAME -> THE MINIMUM IS 1.300000 ( 1.3 ), IT WILL BE AUTO INCREASED IF SMALLER THAN THIS VALUE.
#
ROUNDSTART DELAY SECONDS = 0.100000
# DOUBLE KILL.
#
# THE HUD MESSAGE STRUCTURE IS "%s {MESSAGE}" OR "{MESSAGE} %s", WHERE '%s' IS THE KILLER NAME.
#
DOUBLEKILL EVENT = 1
DOUBLEKILL SOUNDS = AQS/doublekill.wav , AQS/doublekill2.wav , AQS/doublekill3.wav
DOUBLEKILL HUDMSG = WOW, %s made a DOUBLE KILL!
# TRIGGER THIS EVENT IF THERE IS A TEAM KILL INCLUDED.
#
# DEFAULT 0
#
# USE 1 IF A FREE 4 ALL GAME SERVER ( FFA ). IF 1 AND NO FFA GAME SERVER WHEN SOMEONE KILLS A TEAMMATE PLUS AN ENEMY AT THE SAME TIME THE DOUBLE KILL FEATURE WILL TRIGGER.
#
DKILL IF TEAM KILL = 0
# TWO VICTIMS ARE NEEDED WITHIN THIS MANY SECOND(S) TO TRIGGER THE DOUBLE KILL EVENT.
#
DKILL TIME FRAME = 0.100000 # ( DEF 0.100000 ).
# HATTRICK.
#
# THE HUD MESSAGE STRUCTURE IS "%s {MESSAGE}" OR "{MESSAGE} %s", WHERE '%s' IS THE LEADER NAME, THE PLAYER WITH MOST KILLS FOR THIS ROUND.
# THE 'MIN FRAGS FOR HATTRICK' MEANS HOW MANY FRAGS YOU SHOULD DO THIS ROUND TO APPEAR AT THE ROUND END AS "<%> WAS UNREAL THIS ROUND!".
# IF YOUR CSTRIKE OR CZERO GAME SERVER IS RESPAWNING PLAYERS, YOU SHOULD NOT USE THIS EVENT.
# PERHAPS YOU MIGHT STILL USE IT, STILL NOT SURE HOW IT WILL LOOK LIKE.
# THIS EVENT IS ONLY FOR CSTRIKE AND CZERO MODS.
#
HATTRICK EVENT = 1
HATTRICK SOUNDS = AQS/hattrick.wav , AQS/hattrick2.wav
HATTRICK HUDMSG = %s WAS UNREAL THIS ROUND!
# IF THIS IS 1, ALL THE PLAYERS WILL HEAR ( IF THE HATTRICK SOUND IS ENABLED ) & SEE ( IF THE HATTRICK MESSAGE IS ENABLED ) THE HATTRICK EVENT,
# EVEN IF THEY COMPLETELY DISABLED THE AQS PLUGIN BY THE '/SOUNDS' CHAT COMMAND.
#
HATTRICK TO ALL = 1
MIN FRAGS FOR HATTRICK = 7
# DISPLAY IN CHAT AREA ( TALK ) HOW MANY VICTIMS THAT PLAYER HAD.
#
HATTRICK CHAT = 1
# IF YOUR GAME SERVER IS FFA ( FREE 4 ALL ) AND ALL THE CONNECTED PLAYERS ARE YOUR ENEMIES,
# SET THIS TO 0.
#
HATTRICK FRAG IGNORED IF TEAM KILL = 1
# //////////////////////////////
#
# HATTRICK RELATED.
#
# IF YOU KILL YOURSELF BY USING THE 'KILL' COMMAND, THE GAME TAKES 1 FRAG AWAY FROM YOU, BY DEFAULT.
# IF YOU KILL YOURSELF BY JUMPING, ..., THE GAME ONLY ADDS 1 DEATH, WITHOUT ALTERING YOUR FRAGS COUNT.
# SHOULD 'HATTRICK' EVENT ALSO DECREASE 1 FRAG FROM THE PLAYER'S 'FRAGS REQUIRED FOR HATTRICK' IF THEY SUICIDE BY THE 'KILL' COMMAND?
#
# 1 = YES [ DEFAULT ].
# 0 = NO.
#
DECREASE FRAG IN CASE OF 'KILL' COMMAND SUICIDE = 1
# //////////////////////////////
# FLAWLESS VICTORY.
#
# THE HUD MESSAGE STRUCTURE IS "{MESSAGE} %s {MESSAGE}", WHERE '%s' IS THE TEAM NAME.
# YOU CAN SET THE TEAM NAMES TO BE SHOWN. YOU CAN USE FOR EXAMPLE 'TERRO' INSTEAD OF THE DEFAULT VALUE 'TERRORIST'.
# THE TEAM THAT WON THE ROUND WITHOUT ANY CASUALTIES.
# IF YOUR CSTRIKE OR CZERO GAME SERVER IS RESPAWNING PLAYERS, YOU SHOULD NOT USE THIS EVENT.
# THIS EVENT IS ONLY FOR CSTRIKE AND CZERO MODS.
#
FLAWLESS VICTORY = 1
FLAWLESS SOUNDS = AQS/flawlessvictory.wav
FLAWLESS VICTORY HUDMSG = FLAWLESS %s VICTORY!
TE TEAM NAME = TERRORIST
CT TEAM NAME = COUNTER-TERRORIST
FLAWLESS MIN PLAYERS = 2 # AT LEAST THIS MANY PLAYERS ARE REQUIRED TO BE ON THAT TEAM IN ORDER TO TRIGGER THE FLAWLESS VICTORY EVENT ( DEFAULT 2 ).
# REVENGE.
#
# THE HUD MESSAGE STRUCTURE IS "%s {MESSAGE}" OR "{MESSAGE} %s", WHERE '%s' IS THE KILLER OR THE VICTIM NAME.
# IF 'REVENGE ONLY FOR KILLER' IS SET TO 1, THE VICTIM WILL NOT HEAR THE SOUND.
#
REVENGE EVENT = 1
REVENGE ONLY FOR KILLER = 0
REVENGE SOUNDS = AQS/payback.wav , AQS/vengeance.wav , AQS/retribution.wav
REVENGE KILLER MESSAGE = YOU HAVE PAID %s BACK!
REVENGE VICTIM MESSAGE = %s HAS JUST PAID YOU BACK!
# TRIGGER THE REVENGE IF A TEAM KILL HAPPENS.
#
REVENGE ON TEAM KILL = 0
# THE LAST MAN STANDING.
#
# THE HUD MESSAGE STRUCTURE [ TEAM ] IS "%s {MESSAGE} %a", WHERE '%s' IS THE LAST MAN STANDING NAME,
# AND '%a' IS A RANDOM WORD FROM THE LIST BELOW.
# THE HUD MESSAGE STRUCTURE [ SELF ] IS "{MESSAGE} %a" OR "%a {MESSAGE}", WHERE '%a' IS A RANDOM WORD FROM THE LIST BELOW.
# THE PLAYER THAT REMAINS THE LAST ONE ALIVE IN THEIR TEAM.
# IF YOUR CSTRIKE OR CZERO GAME SERVER IS RESPAWNING PLAYERS, YOU SHOULD NOT USE THIS EVENT.
# THIS EVENT IS ONLY FOR CSTRIKE AND CZERO MODS.
#
TLMSTANDING EVENT = 1
TLMSTANDING SOUNDS = AQS/youarethelastmanstanding.wav , AQS/iamtheoneandonly.wav
TLMSTANDING WORDS = GUY , MAN STANDING , ONE , ONE ALIVE
TLMSTANDING TEAM HUDMSG = %s IS THE LAST %a!
TLMSTANDING SELF HUDMSG = YOU ARE THE LAST %a!
TLMSTANDING DELAY = 1.000000 # // THE LAST MAN STANDING TRIGGER DELAY ( DEF 1.000000 ).
TLMSTANDING GUY ONLY = 1 # // IF 0, ALL THE DEAD PLAYERS INTO THE LAST MAN STANDING'S TEAM WILL HEAR THE SOUND ( DEF 1 ).
##############################################################################################################################################
############################ DELAY(S) ########################################################################################################
##############################################################################################################################################
#
# AFTER "%s is on TRIPLE KILL!" WAIT THIS MANY SECOND(S) BEFORE A NEW "%s is on TRIPLE KILL!" OR A NEW "%s MADE A PRECISION THROW TO %s" OR A NEW ...
#
# THIS VALUE WAS 0.000000 (0.0) BEFORE AQS "7.6".
#
# DEFAULT VALUE SINCE AQS "7.6" : 0.412345
#
QS_DISPLAY_PLAYER_EVENT_DELAY = 0.412345
##############################################################################################################################################
############################ CUSTOM HUD MESSAGE COLORS #######################################################################################
##############################################################################################################################################
#
# OPTIONAL COLORS.
#
# USE _ TO SKIP THIS.
#
# _ _ _ = SKIP THIS. WILL CONSIDER THE SETTINGS ABOVE [ "HUDMSG RED", "HUDMSG GREEN" & "HUDMSG BLUE" ].
#
# 191 _ _ = FULL RED DESIRED. SKIP THE OTHERS. WILL CONSIDER THE SETTINGS ABOVE [ "HUDMSG GREEN" & "HUDMSG BLUE" ].
# _ 255 _ = FULL GREEN DESIRED. SKIP THE OTHERS. WILL CONSIDER THE SETTINGS ABOVE [ "HUDMSG RED" & "HUDMSG BLUE" ].
# _ _ 127 = FULL BLUE DESIRED. SKIP THE OTHERS. WILL CONSIDER THE SETTINGS ABOVE [ "HUDMSG RED" & "HUDMSG GREEN" ].
#
# 191 0 0 = FULL RED DESIRED. OVERRIDING.
# 0 255 0 = FULL GREEN DESIRED. OVERRIDING.
# 0 0 127 = FULL BLUE DESIRED. OVERRIDING.
#
# WE RECOMMEND BLUE MAX 127, RED MAX 191 & GREEN MAX 255.
#
HUD RGB EVENT = _ _ _ # FIRST BLOOD, GRENADE, KNIFE, TEAM KILL, ...
HUD RGB ROUND = _ _ _ # ROUND START.
HUD RGB STREAK = _ _ _ # RAMPAGE, EXCELLENT, OWNAGE, IMPRESSIVE, ...
HUD RGB REVENGE = _ _ _ # REVENGE.
HUD RGB HATTRICK = _ _ _ # HATTRICK.
HUD RGB STANDING TE = _ _ _ # CS/ CZ THE LAST MAN STANDING TE ( TERRORIST TEAM [ CS/ CZ ] ).
HUD RGB STANDING CT = _ _ _ # CS/ CZ THE LAST MAN STANDING CT ( COUNTER-TERRORIST TEAM [ CS/ CZ ] ).
HUD RGB FLAWLESS TE = _ _ _ # FLAWLESS VICTORY TE ( TERRORIST TEAM [ CS/ CZ ] ).
HUD RGB FLAWLESS CT = _ _ _ # FLAWLESS VICTORY CT ( COUNTER-TERRORIST TEAM [ CS/ CZ ] ).
##############################################################################################################################################
############################ TEXT CHAT PHRASES ###############################################################################################
##############################################################################################################################################
#
# \x01 WILL BE YELLOW HERE.
# \x03 WILL BE GREY HERE.
# \x04 WILL BE GREEN HERE.
#
# DEFAULT \x01>> \x03WAIT\x01. >> WAIT.
#
QS_PHR_WAIT = \x01>> \x03WAIT\x01.
QS_PHR_WAIT_DEF = >> WAIT.
#
# \x01 WILL BE YELLOW HERE.
# \x03 WILL BE RED HERE.
# \x04 WILL BE GREEN HERE.
#
# IF %s WILL BE "ENABLED", %c WILL BE \x04 (GREEN).
# IF %s WILL BE "DISABLED", %c WILL BE \x03 (RED).
#
# INVERSED USAGE: \x01>> %c%s \x01QUAKE SOUNDS.
# INVERSED USAGE: >> %s QUAKE SOUNDS.
#
# DEFAULT \x01>> QUAKE SOUNDS %c%s\x01. >> QUAKE SOUNDS %s.
#
QS_PHR_STATUS = \x01>> QUAKE SOUNDS %c%s\x01.
QS_PHR_STATUS_DEF = >> QUAKE SOUNDS %s.
#
# \x01 WILL BE YELLOW HERE.
# \x03 WILL BE RED HERE.
# \x04 WILL BE GREEN HERE.
#
# IF %s WILL BE "ENABLED", %c WILL BE \x04 (GREEN).
# IF %s WILL BE "DISABLED", %c WILL BE \x03 (RED).
#
# INVERSED USAGE: \x01>> %c%s \x01QUAKE SOUNDS. TYPE '%c/sounds\x01' TO %c%s\x01.
# INVERSED USAGE: >> %s QUAKE SOUNDS. TYPE '/sounds' TO %s.
#
# DEFAULT \x01>> QUAKE SOUNDS %c%s\x01. TYPE '%c/sounds\x01' TO %c%s\x01. >> QUAKE SOUNDS %s. TYPE '/sounds' TO %s.
#
QS_PHR_STATUS_TYPE = \x01>> QUAKE SOUNDS %c%s\x01. TYPE '%c/sounds\x01' TO %c%s\x01.
QS_PHR_STATUS_TYPE_DEF = >> QUAKE SOUNDS %s. TYPE '/sounds' TO %s.
#
# \x01 WILL BE YELLOW HERE.
# \x03 WILL BE THEIR TEAM COLOR (RED/ BLUE/ GREY) HERE.
# \x04 WILL BE GREEN HERE.
#
# %d WILL BE THE NUMBER OF VICTIMS THE HATTRICK USER HAD THIS ROUND, IF ANY. CS/ CZ ONLY.
#
# DEFAULT \x01>> QUAKE SOUNDS \x03%s \x01HAD \x04%d VICTIM%s\x01. >> QUAKE SOUNDS %s HAD %d VICTIM%s.
#
QS_PHR_HATTRICK_VICTIMS = \x01>> QUAKE SOUNDS \x03%s \x01HAD \x04%d VICTIM%s\x01.
QS_PHR_HATTRICK_VICTIMS_DEF = >> QUAKE SOUNDS %s HAD %d VICTIM%s.
#
# YES, THIS CAN BE EMPTY.
#
# NO COLORS NEEDED HERE.
#
# DEFAULT S
#
QS_PHR_HATTRICK_VICTIMS_PLURAL_SUFFIX = S
#
# \x01 WILL BE YELLOW HERE.
# \x03 WILL BE RED HERE.
# \x04 WILL BE GREEN HERE.
#
# DEFAULT \x01>> QUAKE SOUNDS \x04ENABLED\x01. TYPE '\x03/sounds\x01' TO \x03DISABLE\x01. >> QUAKE SOUNDS ENABLED. TYPE '/sounds' TO DISABLE.
#
QS_PHR_STATUS_ENABLED_TYPE = \x01>> QUAKE SOUNDS \x04ENABLED\x01. TYPE '\x03/sounds\x01' TO \x03DISABLE\x01.
QS_PHR_STATUS_ENABLED_TYPE_DEF = >> QUAKE SOUNDS ENABLED. TYPE '/sounds' TO DISABLE.
#
# \x01 WILL BE YELLOW HERE.
# \x03 WILL BE RED HERE.
# \x04 WILL BE GREEN HERE.
#
# DEFAULT \x01>> QUAKE SOUNDS \x03DISABLED\x01. TYPE '\x04/sounds\x01' TO \x04ENABLE\x01. >> QUAKE SOUNDS DISABLED. TYPE '/sounds' TO ENABLE.
#
QS_PHR_STATUS_DISABLED_TYPE = \x01>> QUAKE SOUNDS \x03DISABLED\x01. TYPE '\x04/sounds\x01' TO \x04ENABLE\x01.
QS_PHR_STATUS_DISABLED_TYPE_DEF = >> QUAKE SOUNDS DISABLED. TYPE '/sounds' TO ENABLE.
#
# NO COLORS NEEDED HERE.
#
# DEFAULT ENABLE DISABLE
#
QS_PHR_ENABLE = ENABLE
QS_PHR_DISABLE = DISABLE
#
# NO COLORS NEEDED HERE.
#
# DEFAULT ENABLED DISABLED
#
QS_PHR_ENABLED = ENABLED
QS_PHR_DISABLED = DISABLED
##############################################################################################################################################
############################ CS/ CZ ROUND(S) STUFF ###########################################################################################
##############################################################################################################################################
QS HATTRICK EXTEND ROUND END TIME SECONDS = 1.000000 # // EXTEND THIS MANY SECONDS THE ROUND END PERIOD TO ENSURE HATTRICK PLAYS ENTIRELY ( DEF 1.000000 ).
QS FLAWLESS EXTEND ROUND END TIME SECONDS = 1.000000 # // EXTEND THIS MANY SECONDS THE ROUND END PERIOD TO ENSURE FLAWLESS PLAYS ENTIRELY ( DEF 1.000000 ).
QS HATTRICK SECONDS DELAY AFTER ROUND END = 2.800000 # // HATTRICK ROUND END DELAY ( DEF 2.800000 ).
QS FLAWLESS SECONDS DELAY AFTER ROUND END = 1.200000 # // FLAWLESS ROUND END DELAY ( DEF 1.200000 ).
QS ROUND END EXTENSION STEP = 0.050025 # // IF A NEW ROUND STARTS BUT YOU STILL HEAR SOUNDS/ SEE MESSAGES, THIS VALUE MUST BE INCREASED ( DEF 0.050025 ).
##############################################################################################################################################
############################ DOD ROUND(S) STUFF ##############################################################################################
##############################################################################################################################################
QS HATTRICK SECONDS DELAY AFTER ROUND END DOD = 0.000001 # // HATTRICK ROUND END DELAY [ DAY OF DEFEAT ] ( DEF 0.000001 ).