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"mp_push_deferred_advance" "15"
"mp_supply_token_base" "30" //default supply points for each player
"mp_supply_rate_winning_team_high" "2"
"mp_supply_rate_losing_team_high" "2"
"mp_supply_rate_winning_team_low" "1"
"mp_supply_rate_losing_team_low" "1"
"mp_switchteams_each_round" "2" //switch teams after specific winning rounds are achieved
"mp_switchteams_each_game" "0"//switch teams after specific winning games are achieved
"mp_cp_speedup_rate" "0.26"//capture speed up rate for each attackers when more than one attackers are taking objective
"mp_cp_speedup_max" "4"//max capture rate for attackers
"mp_wave_capture_increment" "0" //bonus wave for attackers when taken objective successfully
"mp_wave_dpr_attackers" "0.2"
"mp_wave_dpr_attackers_finale" "0.1"
"mp_wave_dpr_defenders" "0.2"
"mp_wave_dpr_defenders_finale" "0.1"
"mp_wave_grace_period" "30"
"mp_freezetime" "15" //preparation time for sortie, player cannot shoot or move during this time,
"mp_spawnprotectontime" "1" //spawn protection time (second) that prevents players from damage after they had respawned or resupplied.
"mp_maxgames" "1" //max game session running on current map
"mp_maxrounds" "5" //max rounds allowed on current game session
"mp_winlimit" "1" //max win rounds to achieve to win current game session
"mp_roundtime" "2400" //time limit (second) on current round
"mp_cp_capture_time" "120" //time (second) required to capture objective
"mp_cp_deteriorate_time" "1"
"mp_respawnwavetime_min" "1"
"mp_respawnwavetime_max" "3"
"mp_wave_count_attackers" "90" //default wave for attackers when round has started
"mp_wave_count_defenders_per_obj" "30" //default wave for defenders when round has started, 3 objectives to defend means they will have 90 reinforcement waves.