Notes for power users - splewis/csgo-practice-mode GitHub Wiki
Keeping your saved grenades organized
For a team server where you trust your teammates, I recommend setting sm_practicemode_share_all_nades 1. This will remove the "per-user" nature of grenades, and keep them in a shared pool. This makes them easier to browse.
You can also make your life easier if you follow a consistent naming convention. Here's what I suggest:
- Name according to side, then grenade type, then a broad location, then the specific name
- Example: T smoke: A jungle smoke
- Set
sm_practicemode_alphabetize_nades 1, this way all your "T smoke: A" are together
Using categories effectively will also help you browse nades. E.g., going through your mirage A smokes and typing .cat Standard A smokes on each of them.
If you follow these, you can get a very organized nade menu like mine:
- http://steamcommunity.com/sharedfiles/filedetails/?id=1131737631
- http://steamcommunity.com/sharedfiles/filedetails/?id=1131737655
- http://steamcommunity.com/sharedfiles/filedetails/?id=1131737674
Using grenade filters effectively
Both .nades and .throw accept a generic "filter" as an argument.
A filter can take 4 forms:
- list of grenade ids: (
.throw 1 5 10) - a player name (
.nades splewis) - part of the name is sufficient as long as it's unique - a category name (
.throw standard A) - part of the name is sufficient as long as it's unique - "all" (
.throw allis fun!) - part of a grenade names: (
.nades stairs) - matches all nades with the filter in the grenade name - "current" (
.throw current): all nades on the current grenade menu you see, only works for .throw
Difference between .last and .back
The plugin maintains a history of each grenade you've thrown in your current session. It also maintains a pointer to where you are in that history when using the .back and .forward commands.
When you use .last, you are always going to the LAST grenade you throw - that's the end of your history, regardless of that pointer saved.
When you use .back: you are going back to one grenade BEFORE that pointer.
Example: Throw 5 nades (call them: 1,2,3,4,5), now here's what happens when you run some commands:
.backtakes you to nade 5..backtakes you to nade 4..backtakes you to nade 3..forwardtakes you to nade 4..backtakes you to nade 3..lasttakes you to nade 5.
Testing execute timings
When designing executes, you may want to test the timing of the flashes thrown after smokes/molotovs. The .setdelay command is very useful here. When you use it, your .throw on the grenade (when .throwing a category) will be delayed by that duration.
Example: Say you are testing an execute with 2 smokes (call them 1,2), and 2 flashes (call them 3,4).
You could save all your nades, put them in category "sick execute", then go to your flashes:
.goto 3, .savedelay 2
.goto 4, .savedelay 3
Running .throw sick execute will have this effect:
- instantly throwing the smokes (1,2)
- in two seconds, throw the first flash (3)
- in three seconds, throw the second flash (4)
Other commands to know
When you enable sv_cheats, there are many useful commands built into CS:GO you should know about. These are all console commands, not chat ones.
endround: immediately ends the round (useful for dry running, faster thanmp_restartgame)god: enables god mode