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[LØST] CSS. Trenger hjelp til cfg


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Hei

Fikk configgen til en kompis. Denne skal jeg bruke for å få opp fps. Det virker bra. Men jeg vil forandre fargen på linja som viser, HP, armor Ammo osv. Vil at den skal være blå. Hvordan ordner jeg det?

 

CFG i skjult tekst:

alias "live" "exec live";

 

name "Brelett"

bind "F10" "fragz"

bind "p" "say rank"

bind "i" "say_team I need drop"

bind "j" "say_team I can drop"

 

cl_restrict_server_commands "0" // Prevent servers from changing client commands. keep disabled to be able to play on servers with cvar check plugins (Default=1)

 

// # ___

// # <_*_>

// # (o o)

//<=------8---(_)--Ooo-----=>

//<=--------Net&fps--------=>

//<=-----------------------=>

 

fps_max "101" // Set maximum amount of frames per second. Should be equal to monitor refresh rate

rate "25000" // Max bytes/sec recieved from the server

net_graph "3" // Show net graph

net_graphpos "2" // Positions net graph

net_maxfragments "1280" // Max fragment bytes per packet

cl_resend "6" // Delay in seconds before the client will resend the 'connect' attempt

cl_cmdrate "101" // Max packets/sec sent to the server

cl_updaterate "101" // Number of packets requested by the server per sec

cl_allowdownload "0" // Client downloads customization files

cl_allowupload "0" // Client uploads customization files

cl_smooth "1" // Enable player position correction (Default=1)

cl_smoothtime "0.1" // Smooth client's view after prediction error over this many seconds

cl_lagcompensation "1" // Perform server side lag compensation of weapon firing events

cl_lagcomp_errorcheck "0" // Checks for position errors

cl_interpolate "1" // Smooths player positions

cl_interp_ratio "1" // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate) (Default=1)

cl_interp_all "0" // Disable all interpolate optimizations. When set to 0 the optimisation is run and only the set of entities that need interpolation are considered. When set to 1 (or any non zero value) the old behaviour is run, where every entity the client knows about is considered for interpolation

cl_predictweapons "1" // Perform client side prediction of weapon effects

cl_timeout "30" // After this many seconds without receiving a packet from the server, the client will disconnect itself

cl_pred_optimize "2" // Optimize for not copying data if didn't receive a network update (1), and also for not repredicting if there were no errors (2)

 

// |"|

// _|_|_

// (o o)

//<=-----ooO--(_)--Ooo-----=>

//<=--------Console--------=>

//<=-----------------------=>

 

con_enable "1" // Enable console

"bind""F3""toggleconsole"

"bind""/""toggleconsole"

"bind""\""toggleconsole"

 

// |

// |.===.

// {}o o{}

//<=-----ooO--(_)--Ooo-----=>

//<=---------Sound---------=>

//<=-----------------------=>

 

volume "0.3" // Sets the volume

bgmvolume "0" // CD sound playback volume

snd_profile "0" // If set to 1, shows dsp usage stats in the console

snd_mixahead "0.1" // Mixes sound ahead to reduce stuttering. Set between 0 and 1, the higher the value the less stuttering and more synchronized sound will be, but performance may be reduced. A value of 0.5 to 0.7 will help reduce stuttering in the game. If you experience no stuttering, lower this value to gain some performance

snd_async_fullyasync "0" // If set to 1, sound may go out of synch with actions but you will experience reduced loading pauses and stuttering. Usually best left disabled

snd_musicvolume "0.000000" // Music volume

dsp_volume "2" // Max = 2. Determines the volume of the background dsp effects. If the volume is increased, the impact of dsp enhancement will be exaggerated with no performance impact

dsp_enhance_stereo "0" // If set to 1 enhances the stereo effect, making sound richer and more atmospheric for a slight performance hit

voice_enable "0" // (Default=1)

voice_scale "0" // (Default=1)

cl_downloadfilter "nosounds" // Disable downloading of sounds when connecting to a server

 

// ,,,,,

// /(o o)\

//<=-----ooO--(_)--Ooo-----=>

//<=------Screenshots------=>

//<=-----------------------=>

 

jpeg_quality "100" // jpeg screenshot quality

bind "F11" "jpeg"

 

// !

// ` _ _ '

// - (OXO) -

//<=-----ooO--(_)--Ooo-----=>

//<=-------Crosshair-------=>

//<=-----------------------=>

 

crosshair "1" // Enable crosshair

cl_crosshaircolor "0" // Crosshair color: 0 = green, 1 = red, 2 = blue, 3 = yellow, 4 = cyan

cl_scalecrosshair "1" // Enable crosshairscale

cl_dynamiccrosshair "0" // Enable dynamic crosshair

cl_crosshairusealpha "1" // Solid crosshair

cl_crosshairalpha "250" // Solid crosshair

cl_crosshairscale "1350" // Adjust crosshairsize

cl_observercrosshair "1" // Show playernames and crosshair when spectating

 

// ()_()

// (o o)

//<=-----ooO-->o<--Ooo-----=>

//<=---------Mouse---------=>

//<=-----------------------=>

 

sensitivity "2" // Set mouse sensitivity

zoom_sensitivity_ratio "1.2" // Set mouse sensitivity when in zoom (Default=1)

m_customaccel "0" // Custom mouse acceleration (0 disable, 1 to enable, 2 enable with yaw/pitch)

m_customaccel_scale "0.00" // Custom mouse acceleration value

m_customaccel_max "0" // Max mouse move scale factor, 0 for no limit

m_customaccel_exponent "0" // Mouse move is raised to this power before being scaled by scale factor

m_mouseaccel1 "0" // Windows mouse acceleration initial threshold

m_mouseaccel2 "0" // Windows mouse acceleration secondary threshold

m_mousespeed "1" // Windows mouse speed factor (range 1 to 20)

m_yaw "0.022" // Mouse yaw factor

m_pitch "0.022" // Mouse pitch factor

m_filter "0" // Mouse side factor

m_forward "1" // Mouse forward factor

 

// ___

// .|||.

// (o o)

//<=-----ooO--(_)--Ooo-----=>

//<=----------Hud----------=>

//<=-----------------------=>

 

cl_radaralpha "255" // (def. "200") min. 0.000000 max. 255.000000

cl_radar_locked "0" // Lock radar to preset position

cl_autohelp "0" // Enable autohelp

cl_c4progressbar "1" // Enables progressbar when defusing c4

cl_righthand "1" // Use right-hand view models

cl_showfps "0" // Draw fps meter at top of screen (1 = fps, 2 = smooth fps)

cl_showtextmsg "1" // Enables text messages printing on the screen

con_notifytime "8" // How long to display recent console text to the upper part of the game window

hud_centerid "1" // Center player id

hud_deathnotice_time "6" // Sets how long death messages remain onscreen

hud_drawhistory_time "5" // Sets how long messages remain onscreen

hud_saytext_time "12" // Sets how long chat messages remain onscreen

hud_showtargetid "1" // Shows target id when pointed at with cursor

hud_fastswitch "0" // Quick weapon selection

overview_locked "0" // Locks map angles so the map does not follow your point of view angle (off or on)

overview_tracks "0" // Shows player tracks in map overview (off or on)

overview_preferred_mode "1" // Determines preferred overview mode while in spectator mode (off, mini-map, full map)

overview_names "1" // Shows player name in map overview (off or on)

overview_alpha "1" // Determines how visible the overview map is (1 = 100%)

overview_health "1" // Show player health in map overview

cl_autowepswitch "0" // Automatic switch to better guns when picked up

 

// ___

// /\#/\

// /(o o)\

//<=-----ooO--(_)--Ooo-----=>

//<=-------Keyboard--------=>

//<=-----------------------=>

 

nbind "PAUSE"

bind "TAB" "+showscores"

bind "ESCAPE" "cancelselect"

bind "SPACE" "+jump"

bind "g" "drop"

bind "MOUSE1" "+attack"

bind "MOUSE2" "+attack2"

bind "MOUSE5" "lastinv"

bind "MWHEELUP" "invprev"

bind "MWHEELDOWN" "invnext"

bind "0" "slot10"

bind "1" "slot1"

bind "2" "slot2"

bind "3" "slot3"

bind "4" "slot4"

bind "5" "slot5"

bind "6" "slot6"

bind "7" "slot7"

bind "8" "slot8"

bind "9" "slot9"

bind "a" "+moveleft"

bind "b" "buymenu"

bind "d" "+moveright"

bind "mouse5" "lastinv"

bind "e" "+use"

bind "m" "chooseteam"

bind "r" "+reload"

bind "s" "+back"

bind "w" "+forward"

bind "SHIFT" "+duck"

bind "CTRL" "+speed

bind "ENTER" "attack"

bind "o" buyequip

 

// ( ( (

// '. ___ .'

// ' (> <) '

//<=-----ooO--(_)--Ooo-----=>

//<=-------Buyscript-------=>

//<=-----------------------=>

 

bind "," "buyammo1"

bind "." "buyammo2"

bind "KP_HOME" "buy flashbang"

bind "KP_UPARROW" "buy hegrenade"

bind "KP_PGUP" "buy smokegrenade"

bind "KP_LEFTARROW" "buy defuser"

bind "KP_5" "buy deagle"

bind "KP_RIGHTARROW" "buy vest; buy vesthelm"

bind "v" "buy vest"

bind "KP_ENTER" "buy vest"

bind "KP_END" "buy m4a1; buy ak47"

bind "KP_DOWNARROW" "buy awp"

bind "KP_PGDN" "buy galil; buy famas"

 

// ___

// /_\ `*

// (o o)

//<=-----ooO--(_)--Ooo-----=>

//<=------Demoscript-------=>

//<=-----------------------=>

 

bind "F5" "demoui"

bind "F6" "recorddemo"

alias "recorddemo" "demo01on"

alias demo01on "record demo01; alias recorddemo demo01off"

alias demo02on "record demo02; alias recorddemo demo02off"

alias demo03on "record demo03; alias recorddemo demo03off"

alias demo04on "record demo04; alias recorddemo demo04off"

alias demo05on "record demo05; alias recorddemo demo05off"

alias demo06on "record demo06; alias recorddemo demo06off"

alias demo07on "record demo07; alias recorddemo demo07off"

alias demo08on "record demo08; alias recorddemo demo08off"

alias demo09on "record demo09; alias recorddemo demo09off"

alias demo10on "record demo10; alias recorddemo demo10off"

alias demo01off "stop; alias recorddemo demo02on"

alias demo02off "stop; alias recorddemo demo03on"

alias demo03off "stop; alias recorddemo demo04on"

alias demo04off "stop; alias recorddemo demo05on"

alias demo05off "stop; alias recorddemo demo06on"

alias demo06off "stop; alias recorddemo demo07on"

alias demo07off "stop; alias recorddemo demo08on"

alias demo08off "stop; alias recorddemo demo09on"

alias demo09off "stop; alias recorddemo demo10on"

alias demo10off "stop; alias recorddemo demo01on"

 

// ((__))

// (00)

//<=-----nn--(o__o)--nn----=>

//<=--------Graphics-------=>

//<=-----------------------=>

 

lod_enable "1" // If set to 1, allows the level of detail (lod) of objects to be gradually reduced the further they are from the player. This should be set to 1 for optimal performance, or 0 for maximum image quality

lod_transitiondist "100" // The distance at which the lod is reduced on objects. The higher this range, the lower your performance but the better distant objects will appear

mp_decals "0" // Maximum number of decals visible, as in bloodsprays, bulletholes etc

r_3dsky "0" // 3 dimentional skybox

r_occlusion "0" // Disable/Enable occlusion. If disabled lowers image quality but gains FPS

r_decals "0" // Specifies the maximum number of decals visible at any one time (0 removes player sprays)

r_decal_cullsize "0" // makes decals appear from any distance

r_renderoverlayfragment "0" // Removes useless adition to texture. Like flags, posters and tekst on walls

r_drawflecks "1" // If set to 1, small chunks of rubble and dirt will be thrown up around bullet impact points. If set to 0, these 'flecks' will be disabled, reducing realism but improving performance

cl_logofile "0" // Disable spraylogos

cl_ejectbrass "0" // If set to 1, weapons eject shells as they fire. If set to 0 they don't, which can improve performance especially during heavy combat

cl_phys_props_max "0" // Maximum clientside physic props

rope_smooth "1" // Enable antialiasing effect on ropes

rope_smooth_enlarge "99" // How much to enlarge ropes in screen space for antialiasing effect

rope_wind_dist "0" // Disable wind effects on ropes

rope_shake "0" //

mat_trilinear "0" // Disable/Enable trilinear filtering

mat_reducefillrate "1" // Reduces shader fill rate

mat_clipz "1" // Disable non visible object rendering

mat_picmip "2" // Level of detail on textures

mat_compressedtextures "1" // Uses compressed textures for optimal performanceprocess

mat_vsync "0" // Syncronize frames per second to monitor refresh rate

mat_antialias "0" // Disables antialias

mat_fastnobump "1" // If set to 1, floor textures have all bump mapping removed and will appear flat and smooth

mat_bumpmap "0" // Disables bumpmapping

mat_forceaniso "0" //

budget_show_history "0" // Turn history graph off and on. good to turn off on low end

 

// ...

// o,*,(o o)

// 8(o o)(_)Ooo

//<=-----ooO-(_)---Ooo-----=>

//<=---------Models--------=>

//<=-----------------------=>

 

cl_minmodels "1" // Uses one player model for each team

cl_min_ct "2" // Sets the CT model skin with minmodels enabled. 1=Seal_Team_6 2=GSG_9 3=SAS 4=GIGN

cl_min_t "3" // Sets the T model skin with minmodels enabled. 1=Phoenix_Connexion 2=Elite_Crew 3=Arctic_Avengers 4=Guerilla_Warfare

cl_ragdoll_physics_enable "0" // Turns on ragdoll when a model gets killed. When turned off the model will disapear in thin air instead

cl_ragdoll_collide "0" // Turns on the possibility of dying models to stack ontop of eachother

r_drawmodeldecals "0" // Show blood on models. This command made me crash when enabled together with r_rootlod "7" and r_lod "5". This happened only when I was shooting at someone

r_maxmodeldecal "0" // If r_drawmodeldecals is enabled, this number determines the maximum number of decals which can be drawn on a model. The higher the setting the greater the performance impact when firing at models

r_rootlod "-1" // Model detail. Max detail = 0. Minimum detail = 7

r_lod "0" // Determines the rate at which level of detail (lod) is stripped from objects as they recede away from the player. The lower the value, the more detail remains visible on objects as they progress into the distance, reducing performance but increasing image quality

r_modellodscale "0.1" // This setting is not the same as the Model Detail setting under the in-game options. You can use this value to fine tune model details, with values below 1 reducing the model details, improving performance at the cost of realism

r_eyeglintlodpixels "0" // Removes eyes graphic on playermodels

r_eyegloss "0" // Removes eyes graphic on playermodels

r_eyemove "0" // Removes eyes graphic on playermodels

r_eyeshift_x "0" // Removes eyes graphic on playermodels

r_eyeshift_y "0" // Removes eyes graphic on playermodels

r_eyeshift_z "0" // Removes eyes graphic on playermodels

r_eyesize "0" // Removes eyes graphic on playermodels

r_eyes "0" // Removes eyes graphic on playermodels

r_teeth "0" // Removes teeth graphic on playermodels

 

// .

// ,-_-|

// ([o o])

//<=-----ooO--(_)--Ooo-----=>

//<=---------Water---------=>

//<=-----------------------=>

 

mat_wateroverlaysize "16" // Lowers water quality

r_cheapwaterend "1" // Worse water rendering

r_cheapwaterstart "1" // Worse water rendering

r_waterforcereflectentities "0" // Disables water reflection

r_waterforceexpensive "0" // Disables water reflection

r_WaterDrawReflection "0" // If set to 0, disables all reflections on top of water. This will boost performance at the cost of realism however you may experience graphical anomalies on the water

r_WaterDrawRefraction "1" // If set to 0, disables all refraction - that is images which appear distorted under the water. This will boost performance at the cost of realism, however you may experience some graphical anomalies on the water

cl_show_splashes "0" // Disables water splashes

 

// ___

// .'_#_`.

// |[o o]|

//<=-----ooO--(_)--Ooo-----=>

//<=---------Gibs!---------=>

//<=-----------------------=>

 

violence_agibs "1" // Alien blood shown when you shoot someone

violence_hgibs "1" // Human blood shown when you shoot someone

violence_ablood "1" // Alien blood shown when you shoot someone

violence_hblood "1" // Human blood shown when you shoot someone

 

// _

// _|_|_

// (o o)

//<=-----ooO--(_)--Ooo-----=>

//<=----Shadows&Lights!----=>

//<=-----------------------=>

 

r_lightaverage "0" // Disables average lighting

r_avglight "0" // Disables average lighting

r_shadows "1" // Enables shadows on playermodels

r_shadowmaxrendered "32" // Maximum shadows rendered (Default=32)

r_shadowrendertotexture "1" // Render shadow to texture

r_dynamic "0" // Enable/Disable dynamic lighting

r_maxdlights "5" // Determines the maximum number of dynamic lights visible on the screen. The larger this maximum, the more chance of slowdowns during scenes with multiple dynamic light sources. Reducing this value can improve performance in such situations

mat_specular "0" // Disables specularity for perf testing

mat_fastspecular "1" // Fast specular lighting

mat_hdr_enabled "0" // Enables High Dynamic Range if the map supports it. A light effect, first introduced in HL2 Lost coast

mat_hdr_level "0" // Set to 0 for no HDR, 1 for LDR+bloom on HDR maps, and 2 for full HDR on HDR maps

mat_bloomscale "0" //

mat_disable_bloom "1" // (Default=0)

mat_disable_fancy_blending "1" // (Default=0)

mat_disable_lightwarp "1" // (Default=0)

mat_disable_ps_patch "1" // (Default=0)

mat_monitorgamma "1.6" // Sets screen brightness. 1.6 is the brightest

mat_filterlightmaps "1" // If set to 1, static lightmaps are rendered correctly. If set to 0, all areas of pre-rendered lighting will be blocky and unrealistic, but performance will be improved slightly at the cost of realism

muzzleflash_light "1" // Disable/Enable muzzleflash

cl_c4dynamiclight "1" // Draw dynamic light when planted c4 flashes

rope_averagelight "0" // Disables average lighting on ropes

 

 

clear

 

echo " __ _ "

echo " / _(_) "

echo " ___ ___ _ __ | |_ _ __ _ "

echo " / __/ _ \| '_ \| _| |/ _` |"

echo "| (_| (_) | | | | | | | (_| |"

echo " \___\___/|_| |_|_| |_|\__, |"

echo " __/ |"

echo " |___/ "

echo " _ _ _ "

echo "| | | | | |"

echo "| | ___ __ _ __| | ___ __| |"

echo "| |/ _ \ / _` |/ _` |/ _ \/ _` |"

echo "| | (_) | (_| | (_| | __/ (_| |"

echo "|_|\___/ \__,_|\__,_|\___|\__,_|"

echo

echo

echo

echo "Configuration made by JFM"

 

 

Endret av JFM
Videoannonse
Annonse
Skrevet
Du mener blå?

 

Last ned cevo css gui frå www.cevo.com :)

 

Btw Innlegg nr. 1337:D

 

Ja, mener blå. Skal teste

Skrevet

Installerte. Men hvordan bruker man det? Hvordan går jeg inn på det?

 

Går det ikke ann å bare lime en liten tekst inn i configgen?

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