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Notes for power users

Sean Lewis edited this page Oct 1, 2017 · 9 revisions

Keeping your saved grenades organized

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:

Using grenade filters effectively

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 all is 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

Difference between .last and .back

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:

  • .back takes you to nade 5.
  • .back takes you to nade 4.
  • .back takes you to nade 3.
  • .forward takes you to nade 4.
  • .back takes you to nade 3.
  • .last takes you to nade 5.

Testing execute timings

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)

Other commands to know

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.

  • endround: immediately ends the round (useful for dry running, faster than mp_restartgame)
  • god: enables god mode