This plugin is intended for use with Counter-Strike: Global Offensive. It adds a number of new features, mostly controlled by cvars, and also makes a few quality-of-life tweaks eg to the behaviour of bots.
These game features can be mixed and matched in a variety of ways to create new gameplay modes. Some such game modes are documented by example, and for the rest, the limit is your own imagination! Of course, not everything has been tested with everything else, but have fun, go wild!
Not documented here are a number of training and practice features. For those, see this separate file of learning modes.
As the plugin's name suggests, the first large feature added was the ability to purchase healing. You must still be alive for this to work, and it has a monetary cost. Healing restores your hitpoints but not your armor; depending on the game mode, you may be able to immediately rebuy armor in the normal way.
- sm_drzed_heal_max: set to 100 to permit healing up to full health, or to 50 to allow only half healing, or even to 200 to allow people to buy overheal.
- sm_drzed_heal_price: How many dollars it should cost (eg 1000) to heal. This is not in any way scaled - it always costs exactly this much to heal to the given maximum.
- sm_drzed_heal_freq_flyer: Every time you heal up, your maximum health is increased by this much. Can be unbalancing in classic modes (casual and competitive), but works well in Arms Race.
- sm_drzed_heal_cooldown: If you have an abundance of money and a lack of health, you could heal-spam while under fire and be indestructible. To prevent this, healing has a short cooldown.
Sometimes, it just feels bad to get one-tapped. Maybe that shouldn't happen. Configuring a health gate will give you a second chance - you're critically low on health, but still alive. Of course, getting AWPed in the head is still going to smash you to pieces...
- sm_drzed_gate_health_left: How much health you should be left on (eg 10)
- sm_drzed_gate_overkill: A single hit of at least this much will crash right through the health gate. Can be set ridiculously high to disable this check.
Easy way to adjust the overall time-to-kill. Simple in effect, but can have extremely far-reaching impact on game balance. Adjusting health by 5% in either direction will have a notable effect on which weapons can one-tap, and may change whether it takes five shots or six (three? seven? go take a shower, Harry) to kill. Larger adjustments (setting health to 200) will drastically change which weapons are viable at which ranges.
- sm_drzed_max_hitpoints: Number of hitpoints everyone gets. There's no way to set different values for different teams or anything.
- sm_drzed_suit_health_bonus: Additional health if you have the Heavy Assault Suit, which normally isn't available (but can be enabled with Valve's own cvars - see mp_weapons_allow_heavyassaultsuit and its friends).
In some games, when you get dropped, you can be revived for a short period of time before you become "dead-dead". While crippled, you cannot use guns, nor plant or defuse the bomb. Successfully landing a knife blow on an enemy will instantly revive you (this MAY change in the future, eg require you to drop an opponent completely), and your teammates can revive you with their knives.
When the round ends, everyone on the winning team instantly revives, and everyone on the losing team is instantly slain. Dropping someone during the round-end period (exit fragging) instantly kills without cripping.
- sm_drzed_crippled_health: How many hitpoints you get while crippled
- sm_drzed_crippled_revive_count: How many knife-slashes it takes to revive a teammate. Don't set this to 0; the behaviour if this is 0 may change in the future.
- sm_drzed_crippled_speed: Maximum speed of a crippled player. For reference, crouch-walking is about 50-100 HU/sec.
Console command: zed_money
Tada, everyone has $1000 more than they had before. That's not enough? Run it again. Easy. Applies to all players, both teams. Use it before a round starts if you want the bots to be able to use that money to buy gear; humans can, of course, spend the money any time they like (within buy period).
Any time a bot drops one weapon in favour of another, during freeze time, he will announce it to his team ("I'm dropping this AWP in favour of an M4A4"). This doesn't affect other bots' purchasing decisions, but it can allow humans on the team to make smarter choices.
Bots will buy more grenades (of all types except decoys) if they have spare money after buying essentials. They still won't be any more coordinated with their use of them, but at least they have them. Humans can also say "!jayne" to the team to have friendly bots try to buy even more grenades (subject to the usual limits).
If you disable knives (by clearing out mp_[ct/t]_default_melee) and buy two of the same grenade and nothing else, CS:GO bugs out and won't let you throw the second one. This bug is silently worked around; you get a quick flicker and then you're back with the same weapon selected.
To facilitate buy-binds without making the CTs waste money in warmup, defuse kits cannot be purchased while in warmup mode.
Say "!mark" to record a position, then say "!showpos" to get a constantly updated distance report. Say "!unshowpos" to stop updating. Can be used to easily measure distance across the map. The mark is shared among players, so measuring distance between two players is easy.
Say "!drop" to your team to request a weapon drop. The wealthiest bot will drop his current weapon and then buy a replacement. Great for those times when there's some stupid bot sitting on a pile of cash while everyone else can't afford rifles. Note that bots still aren't smart enough to trade weapons with you, but if the default replacement weapon (M4 or AK) is superior to the one the wealthiest bot is using, you CAN use this to force him to upgrade.
"So-and-so brought a knife to a gunfight". Yep, that's a mistake. But what if you made the mistake of bringing a pistol to a riflefight? Or a scoped-in AWP to a SMG fight? Which is actually better at resolving encounters - an AUG or an M249? Track it with this log. Analysis is outside the plugin's control; it records the raw data. An associated Python script weapon_scores.py shows the top winners and worst losers, and similar analysis could be done on entire categories of weapon, or adjusting for weapon price, etc.
Note that self-damage and team-damage are recorded, so you can easily track which weapons tend to be mis-aimed too, if that interests you.