As warden you can now spawn footballs in your arrow
You can use this with broken maps that have broken footballs, the spawned balls should work with existing goals.
The balls should also work with any broken ball game like carceris volleyball, etc...
Or invent your own games to play with it.
You can turn it off & on by using sm_ball.
Every arrow placed will spawn a frozen ball and will delete the last ball.
added !give print (full list of weapons--)
reworked immersion sound queue system.
Implemented fully functional cloak system.
Implemented anti-lag checks to prevent a player from lagging to SHIT when 40 no recoil negevs open fire at him.
added 5 dart gun sounds.
added poison injection sound
added rebel trackers at 3:00 (ct's see everyone on minimap)
added extra "whoooooom" to bombs
config changes, allow 2 flashbangs instead of 1
config changes, allow 5 grenades in total instead of 4
Made pettable chickens, you can pet a chicken by pressing E on the glowing chickens
Opening cells as T will now count as an act of rebelling
When placing arrows on prisoners as warden it will count the prisoner for you
Pressing armory buttons as prisoner now counts as an act of rebelling
added call of duty hitmarkers for fun days or LR
added sm_slaynr (to slay yourself next round)
Added alt account finder + deep alt account finder.
Staff can use it ingame with sm_who <target> and it will figure out the alts.
Changed staff chat to show to informers as well (as long as you are not staff, meaning staff using staffchat is still hidden)
changed warning levels to 10,20,30 rounds lock.
added disconnected to avoid punishment as team ban reason.
added not killing red as teamlock reason.
added !hns to be toggable, you can not turn it off & on (thanks popey)
Custom commands can be run in three different ways:
sm_commandName in console (or commandName if they're in-built)
/commandName in chat
!commandName in chat
If you use the third option, using the exclamation mark and the command, it will display that you're doing the command in chat. Â This can be useful if you're doing something like !fire, when you want other people to see you doing it, but it can be detrimental if you're doing something like !delay, whereupon the warden will realise you have the bomb. Â In such cases it is recommended to use either of the first two, where the command will not be displayed in chat.
Note, that if you don't know whether a command exists or not, it is recommended to test it out in console, because if you type a command that doesn't exist in chat, even if you use a slash before it, it will display in chat.
To be able to bind commands to keys and to run commands from console, first you'll need to know how to actually open it! Â To open console, you will need to enable it from the settings menu. Â To do this:
Launch Steam and start CS:GO
From the main menu, select Options --> Game Settings
Change the dropdown next to "Enable Developer Console (~)" so that it says "Yes"
Now press the "~" button (it is above the tab button, to the left of the "1" button).
A grey box should appear. Â You can close it with the "x" in the top-right box or enter commands in the input field at the bottom.
Binding Commands to a Key
It is possible to activate a command everytime you press a key by "binding" one to the other. Â The syntax is as follows:
Demos are used to record CS:GO games in a far more compressed format than using generic video formats. Â They are especially useful in Jailbreak because one can record freekilling or things that have been done wrong to rectify the situation at a later date.
To record a demo, follow these steps:
Open up your console, if you don't know how, read the section higher up!
Type record <demoName> in console and hit enter.
Continue back to the game, everything that happens will know be recorded
When you're done recording, type stop in console
The demo will now have generated a file called <demoName>.dem, which will be located in your csgo folder. Â By default, this is located at C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Global Offensive\csgo, but it will depend upon your installation location of Steam. Â Upload this to a file-sharing site like Mediafire or Dropbox and you will be able to share it with others.
To open a demo, type demoui in console, a demo modulating window will open with a button to load the demo from. Â Double-click this button and you will be able to load the demo, once open, note that the demo will start playing automatically. Â If you wish to run any of the following commands, it is recommended to pause the demo.
If the player is suspected of wallhacks, type r_drawothermodels 2 and it will turn on a wireframe model. Â This can be turned off with r_drawothermodels 1.
If the player is suspected of using a nospread/norecoil hack, type sv_cheats 1; sv_showimpacts 1. Â This can be turned off with sv_cheats 0; sv_showimpacts 0. Â
To be able to move through the world manually, you will need the demoui up and to click the "Drive" button. Â Once you click and hold with the left mouse button, you will be able to use your movement keys to move about. Â Sometimes this can bug out, you will only be able to see things that were rendered at the time that the demo was being recorded, which may not always be everything.
Whenever someone shoots a gun in your direction you will hear the bullets whiz by, and if the velocity of the bullet is high enough to break the sound barrier you will hear the bullet breaking the soundbarrier next to you.
Bullets hitting the ground next to you will have custom sounds, and there is a little chance for the bullet to ricochet of.
Hope you like them ;-)
Also cool to know : in total all my plugins use a whopping amount of custom sounds,Â 880 to be precise :)
Thank you for taking the time to read this guide IÂ have produced, and I hope you find itÂ usefulÂ and informative. This guide is designed not only to introduce people who have never gone on CT side beforeÂ to the art of Wardening, it is also a useful tool forÂ amateur/experienced wardens alike to examine and potentially learn new skills or techniques to better their game.Â Â This guide is in its infancy and I hope to expand it into further volumes, creating a "Warden Bible" for want of a better term.
This guide will not cover simple rule knowledge. The targetÂ audienceÂ for this guide is for those players who have a strong understanding of our rules and what are/are not valid commands.
If you consider yourself an experienced warden and wish to add to this guide, please message SPENT_BRASS on steam with your addition, and if it makes the grade it will be added to the guide and you will be mentioned in the List of contributorsÂ section at the end of this guide.
Section 1 - What is a 'Warden'?
Section 2 - Eligibility.
Section 3Â - At the start of round.
SectionÂ 4Â - CT Control.
Section 5Â - Moving a group of T's.
Section 6Â - Initiating games.
Section 7Â - Dealing with rebeller's/attempted tricks.
Section 8 - Last request and deathwish.
Section 9 - Closing statement.
WHAT IS A 'WARDEN'?
The Warden is without doubt the most important player in any round of JB. It is a player who volunteers to take control of the round and lead the CT's and issue commands to the T's. He/she decides what is going to happen, when it will happen and how it will happen. The main aim of the warden is to keep the CT side alive and somehow eliminate the T's until only one non-rebelling TÂ is left.
He does this by issuing commands, which the T's should follow. Commands may be simple or complicated, it is up to the warden to decide when to be short and sharp with his commands or when to use long, mind boggling strings of commands in an attempt to trick the T's into rebelling.
Another way the warden gets rid of the T's is by making them play various mini-games, 9 times out of 10 resulting in death for the T's who did not complete the game.
The warden then rewards the last T with an LR / DW and the next round begins.
The only requirements to being able to take warden are that you have a lot of CT experience and you are fully aware of what the role entails. You must also have a clear microphone and a voice which can be clearly understood by 90% of the playerbase.
At the start of the round
At the start of the round is where, as a warden, you should instantly be looking to assert yourself. Once you have claimed warden, initiate a command. The command which generally should be played here is a command which you can use to instantly see how many T's you are going to be dealing with and their positions within main cell area.Â
A good command to use here would be something similar to "Touch the front of your cell and face the back and freeze at all times." As soon as you emerge into main cell area, you and your CT's should instantly scan the cells. After 3 seconds have passed you will usually find people are either slow to react or they are touching and facing the front, or maybe even moving side to side for some reason who knows. At this point you and the CT's and instantly pick off a few T's and lighten your workload.
After the initial command and kill phase, which should take no longer than a few seconds, you want to move onto positioning yourself and your CT's in a way which secures the main cell area and gives you good 'arcs of fire' into the main cell area. The image below shows this concept perfectly.
As you can see there is a field with trees in to the front of the 4 men with weapons. Their 'arcs of fire' are the dashed lines starting from their rifle muzzles. If an enemy comes into the first mans arc, it is his responsibility to eliminate the threat.Â
As you can also see, the mens arcs interlink, crossing over each-other to ensure there is no space left unwatched. This is a basic tactic and is extremely effective in ensuring mutual support.
Please re-read this section if you have to and make sure you understand it, as I will simply be referring to this principleÂ as ARCS from now on.
Imagine the field is the main cell area, and when the cells open, no matter where the T's try and escape to, it should be covered by at least 2 CT's, leaving the T's little chance of survival.Â
ONE OF THE MAIN REASONS CT'S LOSE ROUNDS IS BECAUSE THE GUARDS ARE NOT COVERING EACHOTHERS ARCS, OFTEN LEAVING 1 CT TO TRY AND DEAL WITH 5 REBELLERS.Â
As the warden, make sure you identify easy escape routes for the T's and get CT's to have eyes on those areas. If you see a CT b-hopping with his knife out and not paying attention to the cells, educate him quickly.
Second of all, you are extremely vulnerable as warden to attacks. T's will attempt to kill you first as to cause chaos and disruption in the early phases of the round.
You must position yourself into a spot where you are far enough away from the T's to avoid a rush, but close enough to observe and react accordingly. Please see the diagram below.
I have used the cell area from Clouds as an example here. The red zones are what a warden should consider HIGH RISK areas. These are places where you are either un-necessarily close to T's or where you are channeled into going one direction only, such as the bridge to portal. As a warden you should only go into these areas when they are KNOWN to be clear and your CT's arcs are covering these areas.Â
The orange lined zone is classed as MEDIUM RISK. These zones are fairly risky to be in as warden but sometimes you will need to enter this area to give yourself better situtional awareness or travel through to get to an area. Make your time spent in these areas down to a minimum and only use them for essential travel.
The green zone is classed as LOWEST RISK. This means that in this zone you get a good view of the entire area, there is some solid cover and you are able to move about in this zone with relative safety. All possible enemy contact will come from your direct FRONT in this position, it is extremely unlikely at this early stage of the round anyone will have been able to get behind you.
As a golden rule, you need to make your stay in the main cell area as short as possible. One or two commands, a few T's down and start thinking about moving on. Please see below an example of BAD WARDEN POSITIONING.
As you can see from the image, the warden has gone into a cell, possibly to kill a rebeller up close and personal, and has now put himself in a position where he has only one entrance and exit, making it easy for the T's in the surrounding cells to rush him, kill the warden and also get a free weapon for their troubles.Â
On a side note, try not to let more than 2 people hunt at the start of a round. You need complete control of the main cell area at first, and more weapons pointed at T's guarantees that. Also, if you know you have 2 LEM's and 4 silvers on CT, it would be wise to send at least one of the higher ranks off to hunt, as their personal skills SHOULD be a higher level.
In this section we will go further into a subject which we have already touched on which is CT control. This basically means setting up your fellow CT's in a position which will benefit you all if a rebeller(s) decide to take you on. Sometime there is nothing which can be done, if a T has spawned in a vent cell, got and awp and camped out on the other side of the map and lines up a shot on you, that's just unlucky, but there is no reason for CT's to beÂ defeatedÂ by a one-man ambush.
We will now review the image below;
The green circle and arc on the left is the warden. He is midway through a command and is most likely looking around thinking what game to play. Ideally, heÂ should have pre-planned in his mind by the time he gotÂ here which game he is going to play. The CT's on the tower near the portal have positioned themselves well. The one in the green circle is in an ideal position, covered from the rear by the tower and has good arcs to his right incase one of the T's attempts to run. The T in red is in an awesome position in terms of getting a good arc on the area and overlapping with his fellow CT and warden, but being ontop of the tower exposes him to fire from a 360 degree angle.Â
The CT circled in green near jumprope is possibly hunting, heading toward a well-known rebeller area. Wether or not he has permission from the warden to be there is an issue, but if the warden has told him to hunt there, that is good wardening, as he is detatched from the main group to avoid to get caught up in a direct ambush, but is close enough to react if a rebeller was to appear.
Now we switch our attention to the CT circled in blue, who was positioned in a terrible spot and has paid the price for it. Just before this screenshot, a rebelling T came out of the portal to extreme climb and awped the CT. This occured due to the CT being in a complete lack of cover and having no support. The warden should have identified this CT and told him to gain a better position.
As a warden, you must do your best to position your CT's in a way which ensures security and your safety. Do not be afraid to place a marker and tell a specific CT to stand in it and watch a certain area. They will listen to you. If they do not, inform staff and they will be teamlocked.