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Spawn menu toggle, T/CT preferred spawn per bombsite (A and B)
Configuration
Field
Default
Description
Preferences.UsePerTeamPreferences
true
Separate T/CT weapon preferences in !guns
Preferences.SpawnMenuEnabled
true
Enable the CT spawn selection menu (!spawns and the toggle in !retake). When false, the feature is hidden everywhere and CTs are always auto-assigned spawns regardless of any saved preference
Preferences.DatabaseConnectionName
"default"
Cookies database connection name
Weapon Allocation
Round Types
Round Type
Armor
Primary
Secondary
CT Defuser
Pistol
Kevlar only (no helmet by default)
Pistol
❌
1 random CT player
Half-Buy
Kevlar + Helmet
SMGs / budget rifles (or Scout)
✅ Pistol
All CTs
Full-Buy
Kevlar + Helmet
Rifles (or AWP / Scout)
✅ Pistol
All CTs
Round Type Selection
Field
Default
Description
Allocation.Enabled
true
Enable/disable weapon allocation entirely
Allocation.RoundType
"random"
How each round's type is chosen (see modes below)
Allocation.RoundTypePctPistol
20
% chance of pistol round (random mode)
Allocation.RoundTypePctHalf
30
% chance of half-buy round (random mode)
Allocation.RoundTypePctFull
50
% chance of full-buy round (random mode)
Allocation.RoundTypeSequence
[]
Ordered sequence of round types (sequence mode)
RoundType modes:
Value
Description
"random"
Mix of all types based on the percentages above
"pistol" / "p"
Pistol rounds only
"half" / "h"
Half-buy rounds only
"full" / "f"
Full-buy rounds only
"sequence"
Plays through a defined sequence, looping on the last entry
Only on full-buy rounds. Players must toggle !awp to be eligible.
Field
Default
Description
Allocation.AwpEnabled
true
Enable AWP allocation
Allocation.AwpPerTeam
1
Maximum AWPs given per team
Allocation.AwpAllowEveryone
false
Ignore player preference — everyone is eligible
Allocation.AwpLowPlayersThreshold
4
Team size at or below which low-population mode activates
Allocation.AwpLowPlayersChance
50
% chance of AWP spawning in low-population mode
Allocation.AwpLowPlayersVipChance
60
% chance when a VIP-priority player is in the low-population team
Allocation.AwpPriorityFlag
""
Permission flag that grants AWP priority (empty = disabled)
Allocation.AwpPriorityPct
0
% chance each AWP slot picks a priority player first
Scout (SSG08) Allocation
Only on full-buy rounds. Players who receive an AWP are excluded.
Field
Default
Description
Allocation.Ssg08Enabled
true
Enable SSG08 allocation
Allocation.Ssg08PerTeam
0
Maximum SSG08s given per team (0 = disabled)
Allocation.Ssg08AllowEveryone
false
Ignore player preference — everyone is eligible
Scout (SSG08) Half-Buy Allocation
Half-buy rounds only. Independent of the full-buy SSG08 preference — players toggle it separately in the !retake menu ("Play with SSG08 on half-buy"). Disabled by default; opt in by raising Ssg08HalfPerTeam.
Field
Default
Description
Allocation.Ssg08HalfEnabled
true
Enable SSG08 allocation on half-buy rounds
Allocation.Ssg08HalfPerTeam
0
Maximum SSG08s given per team on half-buy (0 = disabled)
Allocation.Ssg08HalfAllowEveryone
false
Ignore player preference — everyone is eligible
!scout / !ssg / !ssg08 toggle the SSG08 preference for both full-buy and half-buy at once (single switch, mirrors !awp). Use the !retake menu for per-round-type control.
Weapon Stripping
Field
Default
Description
Allocation.StripWeapons
true
Remove existing weapons before giving new loadout
Allocation.StripRemove
true
Remove weapons instead of dropping them (keeps the ground clean)
Allocation.GivePistolOnRifleRounds
true
Give secondary pistol on half/full-buy rounds
Grenade Allocation
Grenades are configured separately from primary weapons, with three distinct allocation modes.
Allocation Modes
Field
Default
Description
Grenades.AllocationType
"random"
"random", "fixed", or "dynamic"
Mode
Description
"random"
Each grenade in RandomChances is rolled independently per player with a configurable % chance
"fixed"
Every player on the team always receives exactly the grenades listed in Fixed
"dynamic"
A shared pool of grenades is distributed across the team, prioritising players who dealt the most damage last round
Per-Round Grenade Lists
Configured under Grenades.Pistol, Grenades.HalfBuy, and Grenades.FullBuy. Each has a T and Ct sub-object with three fields:
Field
Used by mode
Description
RandomChances
random
Map of "weapon_name": chance (0–100). Each entry rolled independently per player
Fixed
fixed
List of grenades every player on the team receives
DynamicPool
dynamic
Ordered shared pool distributed across eligible players. Duplicates = multiple of that type in the pool
Minimum damage dealt last round for a player to be eligible
Grenades.DynamicTopFraction
0.5
Fraction (0.0–1.0) of eligible players who can receive grenades. Applied after sorting by damage, rounded up. 1.0 = all eligible
Grenades.DynamicMaxPerPlayer
0
Maximum total grenades one player can receive. 0 = no limit
Grenades.DynamicUseCumulativeScore
false
Use exponentially-weighted multi-round damage score for priority instead of raw last-round damage. The DynamicMinDamage threshold still uses last-round damage
How DynamicTopFraction works:
Eligible players
TopFraction
Players who receive grenades
5
0.5
3 (top 3 by damage)
4
0.5
2
1
0.5
1 (always at least 1)
The DynamicPool is distributed round-robin starting from the highest-damage player. If a player reaches DynamicMaxPerPlayer, they are skipped and the grenade moves to the next eligible player.
Per-Grenade Cap
Applies across all allocation modes.
Field
Default
Description
Grenades.MaxPerGrenade
See below
Maximum of each grenade type one player can receive