// Server Settings
g_gravity [ 800 ] - Determines how fast things like grenades and players fall.
g_speed [ 190 ] - Determines the base movement speed for the players. This is still ratioed by other factors such as weapon class chosen and sprinting.

g_maxDroppedWeapons [ 16 ] - The number of dropped weapons on the ground before they start cycling out (deleting the oldest one).

scr_game_graceperiod [ 0 | 999 ] - The length of time at the start of each round/map that a player can still join in the current round (or change their weapon). stock=15 This is also the amount of time that the game waits at the beginning of a map to allow players more time to join the server before starting the map.

scr_intermission_time [ 30 ] - This is the amount of time at the end of a map before the next map begins.

g_antilag [ 0 | 1 ] - The server attempts to take ping into account to determine if a shot hit another player when this is on. stock=1

g_smoothClients [ 0 | 1 ] - The client attempts to guess where another client has moved (or not) when that information if missing (packet drop or other network issue). stock=1

pam_fallDamageMinHeight [ 128 ] - Sets the minimum height at which a fall will give the minimal damage. stock=128

pam_fallDamageMaxHeight [ 300 ] - Sets the height at which a fall will inflict the maximum damage. stock=300

scr_teambalance [ 0 | 1 ] - If on, the server will attempt to keep the number of players on each team balanced

scr_game_spectatetype [ 0 | 2 ] - Determines what a player can watch after that player died.
0 = Disabled. You can only see what you died seeing.
1 = Spectate your team only.
2 = Free Spec. Can spectate from anyone or anywhere.

scr_team_fftype [ 0 | 3 ] - Determines what happens when a player damages another player on his/her team.
0 = off (neither person takes damage from friendly fire)
1 = on (the player taking damage receives the full amount of damage)
2 = reflected (only the attacker takes damage)
3 = shared (both the attacker and victim each take half of the damage)

scr_drawfriend [ 0 | 1 ] - Determines if you see a team icon over your teammates head

g_deadChat [ 0 | 1 ] - If on, living players can read comments typed by dead players.

scr_game_suicidepointloss [ 0 | 999 ] - How many points a player loses for killing himself.

pam_pub_readyup [ 0 | 1 ] - This will allow pub mode to use the Ready-Up system built into PAM. stock=0

scr_game_forceradar [ 0 | 1 ] - If on, this will force both teams to have the radar on at all times. stock=0

pam_switch_teams_at_halftime [ 0 | 1 ] - Do the players actually switch TEAMS at halftime? If not, they only swap spawn/objective locations. stock=0

pam_timeout_length [ 0 | 300 ] - Sets the maximum length for a timeout period. stock=60

pam_timeout_limit [ 0 | 5 ] - This is the number of timeouts each team is allowed to call during a map. stock=0

pam_allow_map_rotation [ 0 | 1 ]- At the end of a map, does the map automatically rotate?


// Player Settings - Things that directly effect the player
scr_hardcore [ 0 | 1 ] - Makes several changes to what you can see and hear in the general gameplay. If on many HUD elements will not be shown and certain announcements will not be made.

pam_allow_fog [ 0 | 1 ] - This forces a players dvar value for r_fog on/off. stock=1

pam_allow_red_enemy_crosshairs [ 0 | 1 ] - This forces player dvars that allow a players crosshair to turn red when over an enemy.

pam_allow_headbob [ 0 | 1 ] - This forces player dvars to allow, or disallow the bobbing of the players vision while moving around.

scr_player_allowrevive [ 0 | 1 ] - If on a player IN Last Stand can be revived by another player with the Last Stand specialty.

revive_time_taken [ 0 | 999 ] - Number of seconds it takes to revive a player in Last Stand. stock=2

pam_sprint_time [ 0 | 999 ] - How many seconds a player can sprint. stock=4

pam_allow_hitblips [ 0 | 2 ] - Setting determines when a player will see a hitblip when shooting another player. 0=never 1=always allow hitblips 2= allow hitblips unless shot through a wall. stock=1

pam_allow_nade_hitblips [ 0 | 1 ] - Does a hitblip show up when a player damages another player with grenade explosion damage. stock=1

pam_allow_3rdperson_spec [ 0 | 1 ] - Self explanitory. stock=1

pam_allow_physics [ 0 | 1 ] - Mostly for the ragdoll effects of players/vehicles coming apart. stock=1

pam_allow_hud_nade_warning [ 0 | 1 ] - Do players get the on-screen nade indicator when they are near a live grenade? stock=1

pam_player_reset_halftime_scores [ 0 | 1 ] - Do the players scores reset at halftime? 0=stock

scr_teamKillPunishCount [ 0 | 999 ] - The number of times a player is allowed to TK before being punished by the server. stock=3

scr_team_kickteamkillers [ 0 | 1 ] - Do we kick a player who has gone over the TK limit or not?

scr_team_teamkillpointloss [ 0 | 1 ] - Does a TKer lose points for a TK?

scr_team_teamkillspawndelay [ 0 | 99 ] - Determines the amount of EXTRA time (seconds) a TKer will have to wait to spawn in a respawning gametype with EACH TK over the limit.


// Player Health & Spawning
scr_player_healthregentime [ 0 | 999 ] - Represents the number of seconds AFTER taking damage that a player begins to regenerate health. stock=5

scr_player_maxhealth [ 100 ] - This is the amount of health a player spawns with.

scr_player_numlives [ 0 ] - In respawning gametypes, this is the maximum number of times a player can respawn before having to sit out the rest of the round/map. 0 = unlimited.

scr_player_forcerespawn [ 0 | 1 ] - Whether or not the player is FORCED to respawn when the respawn timer is over.

pam_healthbar [ 0 | 1 ] - A healthbar (rudimentry right now). stock=0

pam_health_regen_model [ 0 | 3 ] - Regeneration methods. 
0=no regen
1=stock regen - regain almost all health within a fraction of a second once regen starts.
2=smooth regen - regain a set amount of health over time (amount set by pam_health_regen_per_second) until the player is damaged again or returns to 100% health.
3=smooth limited regen - same as 2, except the player can only regen HALF of the damage he has lost.

// Sounds and Effects
scr_allowannouncer [ 0 | 1 ] - Ability to turn off a lot of the verbal announcements made by the game.

scr_allowbattlechatter [ 0 | 1 ] - Turns on/off automated battle chatter.

pam_allow_fx_ambient_sound [ 0 | 1 ] - This can stop as many ambient sound effects as possible (birds chirping, wind, leaves rustling, etc). stock=0

pam_allow_fx_fire [ 0 | 1 ] - This can prevent as many ambient fire/smoke effects from showing as possible. stock=0

pam_allow_fx_weather [ 0 | 1 ] - This can prevent as many weather/environmental effects from showing as possible ( Mist, Wind Swirls, Insects, Water effects, etc). stock=0

pam_allow_fx_light [ 0 | 1 ] - This can prevent the "god ray"s of light effects and a few other light glow effects from showing. stock=1

pam_allow_fx_music [ 0 | 1 ] - This can prevent most of the music that occurs while IN the game (suspense music, match start music, etc). stock=1

pam_snd_occlusion_fix [ 0 | 1 ] - When on, PAM sets some dvars on the clients in an attempt to improve the sounds of the game. Experimental. stock=0

pam_allow_regen_sounds [ 0 | 1 ] - Does the player make all those grunting and sighing sounds while regening? stock=1


//////////////////
// Gametype Settings

// KOTH
scr_koth_globalbattlechatterprobability [ 0 | 100 ] - Supposed to be used as the percentage chance that battle chatter for this gametype happens if battlechatter is even on.

scr_koth_numlives [ 0 | 999 ] - Number of times a player can spawn. 0=unlimited (stock)

scr_koth_playerrespawndelay [ 0 | 999 ] - Number of seconds before a player can respawn after death. stock=0

scr_koth_roundlimit [ 1 | 999 ] - Number of round to play. stock=1

scr_koth_roundswitch [ 1 | 999 ] - The number of rounds to play before switching initial spawn locations.

scr_koth_scorelimit [ 0 | 999 ] - Score at which the map/round is over. stock=250

scr_koth_timelimit [ 0 | 999 ] - Time at which the map/round is over. stock=15

scr_koth_waverespawndelay [ 0 | 99 ] - Time players have to wait for all dead players to spawn together. stock=0

koth_autodestroytime [ 1 | 999 ] - Max time in seconds that an HQ can be captured before it is automatically destroyed by the game. stock=60

koth_capturetime [ 0 | 99 ] - Time in seconds it takes to capture an HQ location. stock=20

koth_destroytime [ 0 | 99 ] - Time in seconds it takes to destroy an HQ. stock=10

koth_delayPlayer [ 0 | 1 ] - Determines if an alternate respawn time method is used for a team that is actively defending an HQ. stock=0

koth_kothmode [ 0 | 1 ] - Enables an alternate gameplay style for KOTH. stock=0

koth_spawnDelay [ 0 | 99 ] - Time in seconds for players to respawn. stock=30

koth_spawntime [ 0 | 99 ] - Spawn timer for the HQ location. stock=0

pam_koth_spawn_protection [ 0 | 10 ] - Number of seconds after a player spawn where he cannot be hurt by an enemy player unless he attacks in any way. stock=0

pam_koth_allow_3D_icons [ 0 | 1 ] - Turns on/off most 3D icons on the HUD. stock=1


// CTF
scr_ctf_enemycarriervisible [ 0 | 1 ] - Can the enemy see the location of their flag when the enemy has it. stock=0

scr_ctf_globalbattlechatterprobability [ 0 | 100 ] - Supposed to be used as the percentage chance that battle chatter for this gametype happens if battlechatter is even on.

scr_ctf_idleflagreturntime [ 0 | 999 ] - Time in seconds before a flag on the ground NOT at its home position sits there before returning home automatically. stock=30

scr_ctf_numlives [ 0 | 999 ] - Number of times a player can spawn. 0=unlimited (stock)

scr_ctf_playerrespawndelay [ 0 | 999 ] - Number of seconds before a player can respawn after death. stock=0

scr_ctf_roundlimit [ 1 | 999 ] - Number of round to play. stock=2

scr_ctf_roundswitch [ 1 | 999 ] - The number of rounds to play before switching initial spawn/flag locations. stock=1

scr_ctf_scorelimit [ 0 | 999 ] - Score at which the map/round is over. stock=3

scr_ctf_timelimit [ 0 | 999 ] - Time at which the map/round is over. stock=5

scr_ctf_touchreturn [ 0 | 1 ] - If on, the defending team only needs to touch their flag while it is on the ground to send it back to its home position. stock=1

scr_ctf_waverespawndelay [ 0 | 99 ] - Time players have to wait for all dead players to spawn together. stock=0

pam_ctf_spawn_protection [ 0 | 10 ] - Number of seconds after a player spawn where he cannot be hurt by an enemy player unless he attacks in any way. stock=0

pam_ctf_allow_3D_icons [ 0 | 1 ] - Turns on/off most 3D icons on the HUD. stock=1


// DM
scr_dm_globalbattlechatterprobability [ 0 | 100 ] - Supposed to be used as the percentage chance that battle chatter for this gametype happens if battlechatter is even on.

scr_dm_numlives [ 0 | 999 ] - Number of times a player can spawn. 0=unlimited (stock)

scr_dm_playerrespawndelay [ 0 | 999 ] - Number of seconds before a player can respawn after death. stock=0

scr_dm_roundlimit [ 1 | 999 ] - Number of round to play. stock=1

scr_dm_scorelimit [ 0 | 999 ] - Score at which the map/round is over. stock=150

scr_dm_timelimit [ 0 | 999 ] - Time at which the map/round is over. stock=10

scr_dm_waverespawndelay [ 0 | 99 ] - Time players have to wait for all dead players to spawn together. stock=0

pam_dm_spawn_protection [ 0 | 10 ] - Number of seconds after a player spawn where he cannot be hurt by an enemy player unless he attacks in any way. stock=0


// DOM
scr_dom_globalbattlechatterprobability [ 0 | 100 ] - Supposed to be used as the percentage chance that battle chatter for this gametype happens if battlechatter is even on.

scr_dom_numlives [ 0 | 999 ] - Number of times a player can spawn. 0=unlimited (stock)

scr_dom_playerrespawndelay [ 0 | 999 ] - Number of seconds before a player can respawn after death. stock=0

scr_dom_roundlimit [ 1 | 999 ] - Number of round to play. stock=1

scr_dom_scorelimit [ 0 | 999 ] - Score at which the map/round is over. stock=200

scr_dom_timelimit [ 0 | 999 ] - Time at which the map/round is over. stock=10

scr_dom_waverespawndelay [ 0 | 99 ] - Time players have to wait for all dead players to spawn together. stock=0

pam_dom_spawn_protection [ 0 | 10 ] - Number of seconds after a player spawn where he cannot be hurt by an enemy player unless he attacks in any way. stock=0

pam_dom_style [ 0 | 1 ] - When on, there is an added ability to "Cap Out" and score extra points. This happens when a team has captures ALL points and holds them for a set amount of time. stock=0

pam_dom_capout_holdtime [ 1 | 120 ] - This is how long a team must HOLD all capture points to receive the Cap Out bonus.

pam_dom_capout_bonus [ 1 | 999 ] - This is the number of bonus points awarded to the team that completes a Cap Out.

pam_dom_allow_3D_icons [ 0 | 1 ] - Turns on/off most 3D icons on the HUD. stock=1


// TWAR
scr_twar_globalbattlechatterprobability [ 0 | 100 ] - Supposed to be used as the percentage chance that battle chatter for this gametype happens if battlechatter is even on.

scr_twar_numlives [ 0 | 999 ] - Number of times a player can spawn. 0=unlimited (stock)

scr_twar_roundlimit [ 1 | 999 ] - Number of round to play. stock=2

scr_twar_roundswitch [ 1 | 999 ] - The number of rounds to play before switching initial spawn/flag locations. stock=1

scr_twar_scorelimit [ 0 | 999 ] - Score at which the map/round is over. stock=5

scr_twar_timelimit [ 0 | 999 ] - Time at which the map/round is over. stock=10

twar_captureAccelBonus [ 0 | 999 ] - Percent bonus in capturing speed for each additional teammate capturing a point. stock=35

twar_captureAccelLimit [ 0 | 999 ] - Maximum percentage bonus capturing speed. stock=50

twar_captureTime [ 0 | 99 ] - Default amount of time it would take one player to capture a point with no bonuses. stock=40

twar_finalFightFlagRespawnPenalty [ 0 | 99 ] - In "Final Fight" (Overtime) this is the respawn penalty for not having at least one flag. The penalty is doubled if the team has NO flags. stock=3

twar_finalFightTimeLimit [ 0 | 999 ] - Time at which the "Final Fight" is over. stock=5

twar_momentumArtillery [ 0 | 100 ] - Point effect this has on a teams momentum. stock=10

twar_momentumBlitzkriegTime [ 0 | 99 ] - Amount of time in seconds a team is in Blitzkrieg when they earn it. stock=30

twar_momentumDogs [ 0 | 100 ] - Point effect this has on a teams momentum. stock=10

twar_momentumEnabled [ 0 | 1 ] - Is the momentum system enabled?stock=1

twar_momentumFlagCap [ 0 | 100 ] - Point effect this has on a teams momentum. stock=25

twar_momentumKillPlayer [ 0 | 100 ] - Point effect this has on a teams momentum. stock=5

twar_momentumMax [ 0 | 999 ] - Maximum momentum a team can achieve. stock=70

twar_momentumMaxMultiplier [ 0 | 10 ] - stock=3

twar_momentumMultiplierBonus [ 0 | 999 ] - stock=25

twar_momentumMultiplierBonusLimit [ 0 | 999 ] - stock=75

twar_momentumRadar [ 0 | 100 ] - Point effect this has on a teams momentum. stock=10

twar_neutralFlagLockTime [ 0 | 99 ] - Amount of time in seconds before the NEXT capture point becomes active after the last one was captured. stock=0

twar_showEnemyCount [ 0 | 1 ] - Shows a counter on the HUD element representing the number of ENEMY players currently capturing the point. stock=1

pam_twar_spawn_protection [ 0 | 10 ] - Number of seconds after a player spawn where he cannot be hurt by an enemy player unless he attacks in any way. stock=0

pam_twar_allow_3D_icons [ 0 | 1 ] - Turns on/off most 3D icons on the HUD. stock=1


// TDM
scr_tdm_globalbattlechatterprobability [ 0 | 100 ] - Supposed to be used as the percentage chance that battle chatter for this gametype happens if battlechatter is even on.

scr_tdm_numlives [ 0 | 999 ] - Number of times a player can spawn. 0=unlimited (stock)

scr_tdm_playerrespawndelay [ 0 | 999 ] - Number of seconds before a player can respawn after death. stock=0

scr_tdm_roundlimit [ 1 | 999 ] - Number of round to play. stock=1

scr_tdm_scorelimit [ 0 | 999 ] - Score at which the map/round is over. stock=750

scr_tdm_timelimit [ 0 | 999 ] - Time at which the map/round is over. stock=10

scr_tdm_waverespawndelay [ 0 | 99 ] - Time players have to wait for all dead players to spawn together. stock=0

pam_tdm_spawn_protection [ 0 | 10 ] - Number of seconds after a player spawn where he cannot be hurt by an enemy player unless he attacks in any way. stock=0


// SD
scr_sd_bombtimer [ 1 | 99 ] - Time (seconds) after which the bomb blows up if not defused. stock=45

scr_sd_defusetime [ 1 | 99 ] - Time it takes to defuse a bomb. stock=5

scr_sd_globalbattlechatterprobability [ 0 | 100 ] - Supposed to be used as the percentage chance that battle chatter for this gametype happens if battlechatter is even on.

scr_sd_multibomb [ 0 | 1 ] - If on, all players have a bomb they can plant. If off, only one attacker can pick up and carry the bomb to a bombsite. stock=0

scr_sd_numlives [ 0 | 999 ] - Number of times a player can spawn. 0=unlimited stock=1

scr_sd_planttime [ 1 | 99 ] - Time it takes to set a bomb. stock=5

scr_sd_playerrespawndelay [ 0 | 999 ] - Number of seconds before a player can respawn after death. stock=0

scr_sd_roundlimit [ 0 | 999 ] - Number of round to play. stock=0

scr_sd_roundswitch [ 0 | 999 ] - The number of rounds to play before switching initial spawn/flag locations. stock=3

scr_sd_scorelimit [ 0 | 999 ] - Score at which the map/round is over. stock=4

scr_sd_timelimit [ 0 | 99 ] - Time (in minutes) the attacking team has to plant the bomb before the defense automatically wins the round. stock=2.5

scr_sd_waverespawndelay [ 0 | 99 ] - Time players have to wait for all dead players to spawn together. stock=0

pam_oldstyle_sd_bombsounds [ 0 | 1 ] - If on, a player will make a sound that other players close by can hear while setting or defusing a bomb. stock=0

pam_allow_bomb_anim [ 0 | 1 ] - If off, the bomb will not come up and block the players view while setting/defusing a bomb. stock=1

pam_sd_show_bomb_timer [ 0 | 1 ] - If off, there will be no onscreen timer to tell players how much time is left until the bomb explodes. stock=1

pam_allow_strattime [ 0 | 1 ] - When on, this will hold players inplace for a set period of time at the beginning of each S&D round. stock=0

pam_strattime [ 1 | 20 ] - This is the length of time players are in strat time.

pam_allow_bombdrop [ 0 | 1 ] - When there is only one bomb (multibomb is off), the determines if the player carrying the bomb is allowed to drop it. stock=0

pam_sd_allow_3D_icons [ 0 | 1 ] - Turns on/off most 3D icons on the HUD. stock=1


// SAB
scr_sab_bombtimer [ 1 | 99 ] - Time (seconds) after which the bomb blows up if not defused. stock=30

scr_sab_defusetime [ 1 | 99 ] - Time it takes to defuse a bomb. stock=5

scr_sab_globalbattlechatterprobability [ 0 | 100 ] - Supposed to be used as the percentage chance that battle chatter for this gametype happens if battlechatter is even on.

scr_sab_hotpotato [ 0 | 1 ] - stock =0

scr_sab_numlives [ 0 | 999 ] - Number of times a player can spawn. 0=unlimited stock=0

scr_sab_planttime [ 1 | 99 ] - Time it takes to set a bomb. stock=2.5

scr_sab_playerrespawndelay [ 0 | 999 ] - Number of seconds before a player can respawn after death. stock=7.5

scr_sab_roundlimit [ 0 | 999 ] - Number of round to play. stock=0

scr_sab_roundswitch [ 0 | 999 ] - The number of rounds to play before switching initial spawn/flag locations. stock=1

scr_sab_scorelimit [ 0 | 999 ] - Score at which the map/round is over. stock=1

scr_sab_timelimit [ 0 | 999 ] - Time at which the map/round is over. stock=20

scr_sab_waverespawndelay [ 0 | 99 ] - Time players have to wait for all dead players to spawn together. stock=0

pam_sab_spawn_protection [ 0 | 10 ] - Number of seconds after a player spawn where he cannot be hurt by an enemy player unless he attacks in any way. stock=0

pam_sab_plant_sounds [ 0 | 1 ] - Does the player make sounds when planting the bomb? stock=0

pam_sab_show_bomb_carrier [ 0 | 1 ] - If off, the player carrying the bomb will not have a HUD element visible by enemy players attached to him. The other team has to FIND the bomb carrier. stock=1

pam_sab_show_bombsites [ 0 | 1 ] - This turns on/off the HUD element that shows where the bomb sites are when the bombs are NOT set. stock=1

pam_sab_allow_3D_icons [ 0 | 1 ] - Turns on/off most 3D icons on the HUD. stock=1



//////////////////
// Weapons, Vehicles, HardPoints, and Specialty Items

// Weapons - Most are self-explanatory
scr_weapon_allowbetty [ 0 | 1 ]
scr_weapon_allowc4 [ 0 | 1 ]
scr_weapon_allowflash [ 0 | 1 ]
scr_weapon_allowfrags [ 0 | 1 ]
scr_weapon_allowmines [ 0 | 1 ]
scr_weapon_allowrpgs [ 0 | 1 ]
scr_weapon_allowsatchel [ 0 | 1 ]
scr_weapon_allowsmoke [ 0 | 1 ]

// Bouncing Bettty Settings
bettyDetonateRadius [ 150 ]
bettyTimeBeforeDetonate [ 0.45 ]
bettyUpVelocity [ 296 ]

// Tabun gas settings
poisonDuration [ 8 ]
tabun_effect_radius [150 ]
tabun_shock_radius [ 150 ]
tabunGasDuration [ 3 ]
tabunInitialGasShockDuration [ 7 ]
tabunWalkInGasShockDuration [ 4 ]

// Flare settings
flare_distance_scale [ 16 ]
flare_duration [ 8 ]
flare_effect_radius [ 400 ]
flareBurnOutFadeWait [ 0.65 ]
flareDisableEffects [ 0 ]
flareLookAwayFadeWait [ 0.45 ]


// Perk Settings
scr_game_perks [ 0 | 1 ] - If this is turned off, no Specialty items will be available to the players. stock=1

perk_armorVest [ 1 | 99 ] - This is the percentage of full damage a player takes from a bullet if they have the Juggernaut specialty. Also cancels out the effect of a player with Stopping Power, but takes normal damage in that case. stock=75

perk_bulletDamage [ 1 | 99 ] - This is the percentage of EXTRA damage a player does above his base damage. Also cancels out the effect of Juggernaut but only does normal damage in that case. stock=40

perk_explosiveDamage [ 0 | 99 ] - This is the percentage of EXTRA damage a player does with explosives if they have this specialty. stock=25

perk_fireproof [ 1 | 99 ] - This is the percentage of full damage a player takes from fire if the player has this specialty. stock=55

perk_flakJacket [ 1 | 99 ] - This is the percentage of full damage a player takes from explosives if the player has this specialty. stock=75

perk_flakJacketMaxDamage [ 1 | 100 ] - This is the maximum amount of damage a player with this specialty can take from a single explosion. stock=75

player_lastStandBleedoutTime [ 0 | 999 ] - Amount of time in seconds a player will remain in Last Stand until the player dies if they have this specialty. stock=30


// Vehicle Perk Settings
vehicle_perk_boost_acceleration_multiplier [ 1.571 ]
vehicle_perk_boost_duration_seconds [ 0.74 ]
vehicle_perk_boost_interval_seconds [ 1.703 ]
vehicle_perk_boost_speed_increase [ 1.878 ]
vehicle_perk_leadfoot_speed_increase [ 1.35 ]


// Hardpoint Settings
scr_game_hardpoints [ 0 | 1 ]

scr_hardpoint_allowradar [ 0 | 1 ]
pam_hp_radar_streak [ 0 | 99 ] - This is how many kills you have to have in your killstreak to get this Hardpoint. stock=3 0=disabled

scr_hardpoint_allowartillery [ 0 | 1 ]
pam_hp_artillery_streak [ 0 | 99 ] - This is how many kills you have to have in your killstreak to get this Hardpoint. stock=5 0=disabled

scr_hardpoint_allowdogs [ 0 | 1 ]
pam_hp_dogs_streak [ 0 | 99 ] - This is how many kills you have to have in your killstreak to get this Hardpoint. stock=7 0=disabled


// Dog Settings
scr_dog_count [ 1 | 99 ] - Total number of dogs available when the dogs are called. stock=8

scr_dog_hardpoint_interval [ 1 | 999 ] - Number of seconds of "cool down" time before the dogs can be called again. stock=180

scr_dog_health [ 1 | 100 ] - stock=100

scr_dog_max_at_once [ 1 | 99 ] - Maximum number of dogs actively running on the map at once. When one is killed, it will be replaced until the total dog count is gone or the dogs time limit is up.

scr_dog_time [ 30 | 999 ] - Time in seconds for the dogs to be active before automatically leaving on their own.


// Vehicle Settings 
scr_vehicles_enabled [ 0 | 1 ]
scr_veh_health_tank [ 1350 ]
scr_veh_respawntimemax [ 90 ]
scr_veh_respawntimemin [ 50 ]
scr_veh_driversarehidden [ 1 ]
scr_veh_driversareinvulnerable [ 1 ]
scr_veh_explode_on_cleanup [ 1 ]
scr_veh_explosion_doradiusdamage [ 1 ]
scr_veh_explosion_maxdamage [ 200 ]
scr_veh_explosion_mindamage [ 20 ]
scr_veh_explosion_radius [ 256 ]
// The not-so-important ones
scr_veh_alive_cleanuptimemax [ 120 ]
scr_veh_alive_cleanuptimemin [ 119 ]
scr_veh_cleanupabandoned [ 1 ]
scr_veh_cleanupdrifted [ 1 ]
scr_veh_cleanupmaxspeedmph [ 1 ]
scr_veh_cleanupmindistancefeet [ 75 ]
scr_veh_cleanuptime_dmgfactor_deadtread [ 0.25 ]
scr_veh_cleanuptime_dmgfactor_max [ 1.0 ]
scr_veh_cleanuptime_dmgfactor_min [ 0.33 ]
scr_veh_cleanuptime_dmgfraction_curve_begin [ 0.0 ]
scr_veh_cleanuptime_dmgfraction_curve_end [ 1.0 ]
scr_veh_dead_cleanuptimemax [ 30 ]
scr_veh_dead_cleanuptimemin [ 20 ]
scr_veh_disappear_maxpreventdistancefeet [ 30 ]
scr_veh_disappear_maxpreventvisibilityfeet [ 150 ]
scr_veh_disappear_maxwaittime [ 60 ]
scr_veh_explosion_husk_forcepointvariance [ 30 ]
scr_veh_explosion_husk_horzvelocityvariance [ 25 ]
scr_veh_explosion_husk_vertvelocitymax [ 200 ]
scr_veh_explosion_husk_vertvelocitymin [ 100 ]
scr_veh_explosion_spawnfx [ 1 ]
scr_veh_ondeath_createhusk [ 1 ]
scr_veh_ondeath_usevehicleashusk [ 1 ]
scr_veh_respawnafterhuskcleanup [ 1 ]
scr_veh_respawnwait_iterationwaitseconds [ 1 ]
scr_veh_respawnwait_maxiterations [ 30 ]
scr_veh_waittillstoppedandmindist_maxtime [ 10 ]
scr_veh_waittillstoppedandmindist_maxtimeenabledistfeet [ 5 ]


// Other Damage/Weapon related Items
pam_allow_destructibles [ 0 | 2 ] - Sets whether objects on the map explode
0=no explosion
1=objects explode and hurt any players near them
2=objects explode but do not hurt nearby players

pam_allow_bullet_penetration [ 0 | 1 ] - Do bullets hit players after going through objects? stock=1

pam_penetration_multiplier [ 0 | 2 ] - Multiplier used on the damage given to any player hit through a wall. .5=50% damage (on top of whatever damage reduction the game has already calculated). 1.3=30% increase. stock=1

pam_automelee_enabled [ 0 | 1 ] - If off, the player will not auto-aim or lunge at an enemy when melee-attacking. stock=1

pam_allow_turrets [ 0 | 1 ] - This can remove any mountable map-placed guns positioned on the map. stock=1


//////////////////
// Classes

// Class Limits
pam_sniper_classlimit [ 0 | 99 ]
pam_shotgun_classlimit [ 0 | 99 ]
pam_smg_classlimit [ 0 | 99 ]
pam_mg_classlimit [ 0 | 99 ]
pam_rifle_classlimit [ 0 | 99 ]
pam_semiauto_classlimit [ 0 | 99 ]

pam_boltaction_rifles_only [ 0 | 2 ] - PAM can be set up to allow bolt-action rifles only, with or without snipers. 1 = bolt-action only, no scopes. 2 = bolt-action and bolt-action scopes. stock=0

// Class-based Move Speed
pam_rifles_speedscale [ 0 | 2 ] - This scales the speed that the player moves at when he is using this type of weapon. stock=.95

pam_pistol_speedscale [ 0 | 2 ] - This scales the speed that the player moves at when he is using this type of weapon. stock=1

pam_mg_speedscale [ 0 | 2 ] - This scales the speed that the player moves at when he is using this type of weapon. stock=.875

pam_smg_speedscale [ 0 | 2 ] - This scales the speed that the player moves at when he is using this type of weapon. stock=1

pam_shotgun_speedscale [ 0 | 2 ] - This scales the speed that the player moves at when he is using this type of weapon. stock=1


// Class-based Grenade Types
pam_sniper_primary_grenade [ "frag" | "sticky" | "molotov" ]
pam_sniper_primary_grenade_count [ 0 | 4 ]
pam_sniper_secondary_grenade [ "smoke" | "tabun" | "flare" ]

pam_shotgun_primary_grenade [ "frag" | "sticky" | "molotov" ]
pam_shotgun_primary_grenade_count [ 0 | 4 ]
pam_shotgun_secondary_grenade [ "smoke" | "tabun" | "flare" ]

pam_smg_primary_grenade [ "frag" | "sticky" | "molotov" ]
pam_smg_primary_grenade_count [ 0 | 4 ]
pam_smg_secondary_grenade [ "smoke" | "tabun" | "flare" ]

pam_mg_primary_grenade [ "frag" | "sticky" | "molotov" ]
pam_mg_primary_grenade_count [ 0 | 4 ]
pam_mg_secondary_grenade [ "smoke" | "tabun" | "flare" ]

pam_rifle_primary_grenade [ "frag" | "sticky" | "molotov" ]
pam_rifle_primary_grenade_count [ 0 | 4 ]
pam_rifle_secondary_grenade [ "smoke" | "tabun" | "flare" ]

pam_semiauto_primary_grenade [ "frag" | "sticky" | "molotov" ]
pam_semiauto_primary_grenade_count [ 0 | 4 ]
pam_semiauto_secondary_grenade [ "smoke" | "tabun" | "flare" ] 


// Restriced weapon drops
pam_allow_drop_shotgun [ 0 | 1 ] - If a player dies with a shotgun in their hands, does it drop for others to pick up? stock=1

pam_allow_drop_sniper [ 0 | 1 ] - If a player dies with a sniper in their hands, does it drop for others to pick up? stock=1

pam_allow_drop_grenade [ 0 | 1 ] - If a player dies with a grenade in their inventory, does it drop for others to pick up? stock=1