// the strats run by bots, supports rush_b and rush_a
bot_custom_strat 									rush_a

// the index of the bombsite that CTs will spawn at (the index is different per map)
mp_randomspawn_in_bombsite 							0

// what team will spawn randomly, 3 is team CT
mp_randomspawn 										3
//mp_maxrounds 										15
mp_roundtime 										15
bot_difficulty										1	

// whether or not to use respawn waves
// 1 will have then spawn in rolling waves
// 2 has them spawn only when the whole team is dead
mp_use_respawn_waves								2
mp_respawn_on_death_t								1
mp_startmoney										1000
mp_afterroundmoney									0
mp_buytime											900

//Override for buy status map info. 0 = everyone can buy, 1 = ct only, 2 = t only 3 = nobody
sv_buy_status_override								0
mp_ct_default_primary								weapon_mp7
mp_ct_default_secondary								weapon_fiveseven
mp_free_armor										1

sv_auto_adjust_bot_difficulty 						0

// ony bot gets easier on team T each time they win a round
sv_bots_get_easier_each_win							30
sv_bots_get_harder_after_each_wave					2
sv_bots_force_rebuy_every_round						1

mp_buy_anywhere                                     1
sv_buy_status_override								2
mp_buy_during_immunity                              0
bot_allow_machine_guns                              1
bot_allow_rifles									1      // If nonzero, bots may use rifles.
bot_allow_snipers									1      // If nonzero, bots may use sniper rifles.
bot_allow_machine_guns								1      // If nonzero, bots may use the machine gun.
cash_player_killed_enemy_default					0    // Money award to player when they kill an enemy (which then gets scaled per weapon)
cash_player_get_killed                              0    // Money a player can get when they are killed by another player
cash_player_bomb_planted							0
cash_team_survive_guardian_wave						0
cash_team_elimination_bomb_map						0
cash_team_loser_bonus								0
cash_team_loser_bonus_consecutive_rounds			0
mp_guardian_bot_money_per_wave						700

// if set, the map will declare this team the winner when the round timer expires.  
// (-1 == map default, 0 == draw, 2 == Ts, 3 == CTs)
// Ts win if the round timer runs out
mp_default_team_winner_no_objective					2

// # of kills needed witht he special weapon to win the match
mp_guardian_special_kills_needed					50
// which weapon is needed to get kills with to win the match
// if this is blank, the players just need to survive until the round timer expires to win
// make sure mp_default_team_winner_no_objective is set to have the CTs win if this is set to blank!
mp_guardian_special_weapon_needed					any

// The distance at which we start to warn a player when they are too far from the guarded bombsite.
mp_guardian_player_dist_min							1200
// The maximum distance a player is allowed to get from the bombsite before they're killed.
mp_guardian_player_dist_max							1360