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Notes for power users
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
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
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:
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.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.
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)
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.
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endround: immediately ends the round (useful for dry running, faster thanmp_restartgame) -
god: enables god mode