This plugin is made to run alongside B3none's retakes implementation: https://github.com/b3none/cs2-retakes
- Ensure you have https://github.com/b3none/cs2-retakes installed already
- Update the
RetakesPlugin
config to haveEnableFallbackAllocation
disabled - Download a release from https://github.com/yonilerner/cs2-retakes-allocator/releases
- Extract the zip archive and upload the
RetakesAllocator
plugin to your CounterStrikeSharp plugins folder on your server- Each build comes with two necessary runtimes for sqlite3, one for linux64 and one for win64. If you need a different runtime, please submit an issue and I can provide more runtimes
- If you're wondering why so many DLLs in the build: They are necessary for the Entity Framework that enables modern interfaces for databases
- [Buy Menu - Optional] If you want buy menu weapon selection to work, ensure the following convars are set at the
bottom of
game/csgo/cfg/cs2-retakes/retakes.cfg
:mp_buy_anywhere 1
mp_buytime 60000
mp_maxmoney 65535
mp_startmoney 65535
mp_afterroundmoney 65535
- More info about this in the "Buy Menu" section below
This plugin implements 3 different round types:
- Pistol
- Weapons: Only pistols
- Armor: Kevlar and no helmet
- Util: Flash or smoke, except one CT that gets a defuse kit
- HalfBuy (shotguns and SMGs)
- Weapons: Shotguns and SMGs
- Armor: Kevlar and helmet
- Util: One nade + 50% chance of a 2nd nade. Every CT has a defuse kit
- FullBuy (Rifles, snipers, machine guns)
- Weapons: Rifles, snipers, machine guns
- Armor: Kevlar and helmet
- Util: One nade + 50% chance of a 2nd nade. Every CT has a defuse kit
How these round types are chosen can be configured. See more in the "Configuration" section below.
There are a few different ways to set weapon preferences:
- Built-in buy menu (See "Buy Menu" section for more info on how to set that up)
!gun <gun>
- Set a preference for a particular gun (will automatically figure out the round type)!awp
- Toggles if you want an AWP or not.!guns
- Opens a chat-based menu for weapon preferences
See more info below about the commands in the "Commands" section.
Currently one AWPer will be selected per team as long as at least one person on the team has chosen to get an AWP. AWP queue features will be expanded over time, you can take a look at existing Github Issues to see what has been proposed so far.
If the convars are set to give players money and let them buy, player weapon choices can be selected via the buy menu. The buy menu will look like it allows you to buy any weapon, but it will only let you have weapons that are appropriate for the current round type.
The convars can be tweaked to customize the experience. For example, if you dont want to allow people to use the buy
menu the entire round, you can tweak the mp_buytime
variable as you see fit.
The config file is located in the plugin folder under config/config.json
.
RoundTypeSelection
: Which round type selection system to use. The options are:Random
: Randomly select a round based on the percentages set inRoundTypePercentages
RandomFixedCounts
: Every round will be a random selection based on a fixed set of rounds per type, configured byRoundTypeRandomFixedCounts
.ManualOrdering
: The round will follow the exact order you specify.
RoundTypePercentages
: The frequency of each type of round. The values must add up to100
.- Only used when
RoundTypeSelection
isRandom
- Only used when
RoundTypeRandomFixedCounts
: The fixed counts for each type of round. For example, if your config is{"Pistol": 5, "HalfBuy": 10, "FullBuy": 15}
, then over the next 30 rounds, exactly 5 of them will be pistols, 10 will be half buys, and 15 will be full buys, but the exact ordering of the rounds will be random.- Only used when
RoundTypeSelection
isRandomFixedCounts
- The random ordering will restart back at the beginning if the map is not over.
- A new random ordering will be selected at the start of each map.
- Only used when
RoundTypeManualOrdering
: The exact order of rounds and how many of each round in that order. For example, if your config is[{"Type": "Pistol", "Count": 5}, {"Type": "FullBuy", "Count": 25}, {"Type": "Pistol", "Count": 1}]
, then you will get 5 pistol rounds, 25 full buy rounds, a single pistol round, and then it will start from the beginning again. A new map always starts from the beginning.
For any of the weapon configs, the valid weapon names come from here. For example in
[EnumMember(Value = "item_kevlar")]
Kevlar = 000,
Kevlar
is the name of the weapon, not item_kevlar
.
In
[EnumMember(Value = "weapon_m4a1_silencer")]
M4A1S = 401,
SilencedM4 = M4A1S,
both M4A1S
and SilencedM4
are valid weapon names, but weapon_m4a1_silencer
is not.
Here are the weapon configs:
UsableWeapons
: The weapons that can be allocated. Any weapon removed from this list cannot be used.DefaultWeapons
: This lets you configure the default weapon for each weapon allocation type. The type of this config is map ofTeam => WeaponAllocationType => Item
.- The valid keys for
DefaultWeapons
are:Terrorist
andCounterTerrorist
- Under each of those, the valid keys are:
PistolRound
: The pistol round pistolSecondary
: The pistol for non-pistol roundsHalfBuyPrimary
: The primary weapon for half buy roundsFullBuyPrimary
: The primary weapon for full buy rounds
- The valid values for each subkey this are any
CsItem
that is a weapon. To better understand howDefaultWeapons
works, here is the default config forDefaultWeapons
as an example:
- The valid keys for
{
"DefaultWeapons": {
"Terrorist": {
"PistolRound": "Glock",
"Secondary": "Deagle",
"HalfBuyPrimary": "Mac10",
"FullBuyPrimary": "AK47"
},
"CounterTerrorist": {
"PistolRound": "USPS",
"Secondary": "Deagle",
"HalfBuyPrimary": "MP9",
"FullBuyPrimary": "M4A1"
}
}
}
ZeusPreference
: Whether or not to give a Zeus. Options areAlways
orNever
. Defaults toNever
.AllowPreferredWeaponForEveryone
: Iftrue
, everyone can get the AWP. This overrides every other "preferred" weapon setting. Defaults tofalse
.MaxPreferredWeaponsPerTeam
: The maximum number of AWPs for each team.MinPlayersPerTeamForPreferredWeapon
: The minimum number of players on each team necessary for someone to get an AWP.
MaxNades
: You can set the maximum number of each type of nade for each team and on each map (or default). By default the config includes some limits that you may want to change. The wayMaxNades
works is that the GLOBAL option sets the max for all maps, and then you can also specify subsets of the config for specific maps. For example, if your config is:
{
"MaxNades": {
"GLOBAL": {
"Terrorist": {
"Flashbang": 2,
"Smoke": 1,
"Molotov": 1,
"HighExplosive": 1
},
"CounterTerrorist": {
"Flashbang": 2,
"Smoke": 1,
"Molotov": 2,
"HighExplosive": 1
}
}
}
}
but you specifically want to allow 2 smokes for CT on mirage, you can do:
{
"MaxNades": {
"GLOBAL": {
"Terrorist": {
"Flashbang": 2,
"Smoke": 1,
"Molotov": 1,
"HighExplosive": 1
},
"CounterTerrorist": {
"Flashbang": 2,
"Smoke": 1,
"Incendiary": 2,
"HighExplosive": 1
}
},
"de_mirage": {
"CounterTerrorist": {
"Smoke": 2
}
}
}
}
This will keep the defaults the same for everything but override just CT smokes on mirage.
The valid keys for nades on Terrorist
are:
Flashbang
Smoke
Molotov
HighExplosive
The valid keys for nades on CounterTerrorist
are:
Flashbang
Smoke
Incendiary
HighExplosive
If you mix up Incendiary
and Molotov
, the plugin will fix it for you.
MaxTeamNades
- This config works similarly toMaxNades
, except it affects the max number of nades an entire team can have. The structure is the same asMaxNades
except that after the map and team keys, it maps a round type to a max nade setting. The possible max nade settings are:One
,Two
, ... untilTen
AveragePointFivePerPlayer
(rounds up)AverageOnePerPlayer
(rounds up)AverageOnePointFivePerPlayer
(rounds up)AverageTwoPerPlayer
(rounds up)None
NOTE: There is a bug right now where the plugin will not always give the maximum number of nades, even if players have room for it.
EnableNextRoundTypeVoting
: Whether to allow voting for the next round type via!nextround
.false
by default.NumberOfExtraVipChancesForPreferredWeapon
: When randomly selecting preferred weapons per team (ie. "AWP queue"), how many extra chances should VIPs get.- The default is 1, meaning VIPs will get 1 extra chance. For example, lets say there are 3 players on the team and this config is set to 1. Normally each person would have a 33% chance of getting the AWP, but in this case, since one of the players is a VIP, the VIP will get a 50% chance of getting the AWP, and the other two players will each have 25% chance of getting the AWP.
- If you set this to 0, there will be no preference for VIPs.
AllowedWeaponSelectionTypes
: The types of weapon allocation that are allowed.- Choices:
PlayerChoice
- Allow players to choose their preferences for the round typeRandom
- Everyone gets a random weapon for the round typeDefault
- Everyone gets a default weapon for the round type. The defaults are:- T Pistol: Glock
- CT Pistol: USPS
- T HalfBuy: Mac10
- CT HalfBuy: MP9
- T Rifle: AK47
- CT Rifle: M4A4
- These will be tried in order of
PlayerChoice
,Random
, andDefault
. If a player preference is not available, or this type is removed from the config, a random weapon will be tried. If random weapons are removed from the config, a default weapon will be tried. If default weapons are removed from the config, no weapons will be allocated.
- Choices:
DatabaseProvider
: Which database provider you want to use. The default isSqlite
, which requires no setup. The available options are:Sqlite
MySql
DatabaseConnectionString
: How you connect to the database- The connection string for
Sqlite
probably doesnt need to be changed from the default, but you can change it if you want the db file to be in a different location.- More info on formatting the string here: https://www.connectionstrings.com/sqlite/
- The connection string for
MySql
should be configured per instructions here: https://www.connectionstrings.com/mysql/
- The connection string for
LogLevel
: Desired level of logging. Can be set toDebug
orTrace
when collecting information for a bug report. You probably want the default, which isInformation
. I strongly recommend against setting any higher thanWarning
. The options are:Trace
(spam of information)Debug
(some useful information for debugging)Information
Warning
(warnings & errors only)Error
(errors only)Critical
None
(no logs at all; use with caution)
ChatMessagePluginName
: The name that you want to appear between [] in chat messages from the plugin. Defaults toRetakes
.- For example,
[Retakes] Next round will be a Terrorist round.
- For example,
ChatMessagePluginPrefix
: The entire prefix that appears in front of chat messages. If set, this overridesChatMessagePluginName
. If you want the prefix to be colored, the config must also specify the colors. It must also specify a space after the prefix if you want one.MigrateOnStartup
: Whether or not to migrate the database on startup. This defaults to yes for now, but production servers may want to change this to false so they can control when database migrations are applied.EnableRoundTypeAnnouncement
: Whether or not to announce the round type.EnableRoundTypeAnnouncementCenter
: Whether or not to announce the round type in the center of the users screen. Only applies ifEnableRoundTypeAnnouncement
is also set totrue
.
You can use the following commands to select specific weapon preferences per-user:
!gun <weapon> [T|CT]
- Set a preference the chosen weapon for the team you are currently on, or T/CT if provided- For example, if you are currently a terrorist and you do
!gun galil
, your preference for rifle rounds will be Galil
- For example, if you are currently a terrorist and you do
!guns
- Opens up a chat-based menu for setting weapon preferences.!awp
- Toggle whether or not you want to get an AWP.!removegun <weapon> [T|CT]
- Remove a preference for the chosen weapon for the team you are currently on, or T/CT if provided- For example, if you previously did
!gun galil
while a terrorist, and you do!removegun galil
while a terrorist, you will no longer prefer the galil, and will instead get a random weapon
- For example, if you previously did
!nextround
- Vote for the next round type. Can be enabled with theEnableNextRoundTypeVoting
config, which isfalse
by default.!setnextround <P|H|F>
- For admins only. Force the next round to be the selected type.!reload_allocator_config
- For admins only. Reload the JSON config in-place.
To automatically copy the built DLL to your running server location, set the build variable CopyPath
to the folder
where the mod should be copied to. This only works on Windows.
Notes:
- Run the dedicated server
with
start cs2.exe -dedicated -insecure +game_type 0 +game_mode 0 +map de_dust2 +servercfgfile server.cfg