// ======
set g_br 0 "Battle Royale: survive on a shrinking battlefield"
set g_br_not_dm_maps 0 "when this is set, DM maps will NOT be listed in BR"
-set g_br_minplayers 2 "Minimum players to start the match"
-set g_br_squad_size 3
-set g_br_squad_colors 1 "when enabled, squad colors are assigned"
-set g_br_startweapons 0 "when disabled, players land from dropship without weapons"
-set g_br_bleed 0.02
-set g_br_bleedlinear 1
-set g_br_bleeding_health 0.5
-set g_br_revive_speed 0.4 "Speed for reviving an injured mate"
+set g_br_minplayers 2 "minimum players to start the BR match"
+set g_br_squad_size 3 "maximum squad size"
+set g_br_squad_colors 1 "assign each squad a random color scheme and force players to use that color"
+set g_br_startweapons 0 "when disabled, players land from the dropship without weapons"
+set g_br_bleed 0.02 "amount of health rot when injured"
+set g_br_bleedlinear 1 "linear amount of health rot when injured"
+set g_br_bleeding_health 0.5 "start health mutliplier when injured"
+set g_br_revive_speed 0.4 "Speed for reviving an injured squadmate"
set g_br_revive_clearspeed 1.6 "Speed at which reviving progress gets lost when out of range"
-set g_br_revive_extra_size 100 "Distance in qu that you can stand from an injured mate to keep reviving him"
-set g_br_revive_health 0.25 "Health percentage after revived an injured mate"
-set g_br_dropship_color "0.5 0 0.5" "Dropship color (minimum: 0 0 0) (maximum: 1 1 1)"
-set g_br_dropship_scale 3 "Dropship model scale"
-set g_br_dropship_speed 200 "Dropship speed when moving"
-set g_br_drop_speed_max 2 "Maximum drop speed when players falling"
-set g_br_drop_speed_horizontal_max 0.9 "Maximum horizontal drop speed when players falling"
-set g_br_drop_speed_horizontal_min 0.5 "Minimum horizontal drop speed when players falling"
-set g_br_drop_speed_vertical 1.5 "Vertical drop speed when players falling"
-set g_br_drop_acceleration 1200
-set g_br_drop_distance_force 500
-set g_br_ring_alpha 0.5 "Ring transparency"
-set g_br_ring_color "1 0 0" "Ring color (minimum: 0 0 0) (maximum: 1 1 1)"
-set g_br_ring_radius -1 "Ring radius"
-set g_br_ring_duration 150 "Ring time standing"
-set g_br_ring_timing "0.6 0.8 0.9"
-set g_br_ring_strength "2.5 5 10 20 50"
-set g_br_ring_wait 30 "Wait time before ring decrease size"
-set g_br_ring_center_factor 0.25 "Ring center factor"
-set g_br_ring_fadedistance 2000 "Fade distance when ring is far"
+set g_br_revive_extra_size 100 "Distance in qu that you can stand from an injured squadmate to keep reviving them"
+set g_br_revive_health 0.25 "start health multiplier when revived"
+set g_br_dropship_color "0.5 0 0.5" "dropship color"
+set g_br_dropship_scale 3 "dropship scale"
+set g_br_dropship_speed 200 "dropship speed"
+set g_br_drop_speed_max 2 "max air speed multiplier when dropping"
+set g_br_drop_speed_horizontal_max 0.9 "maximum horizontal speed portion while dropping"
+set g_br_drop_speed_horizontal_min 0.5 "minimum horizontal speed portion while dropping"
+set g_br_drop_speed_vertical 1.5 "vertical speed mutliplier while dropping"
+set g_br_drop_acceleration 1200 "acceleration while dropping"
+set g_br_drop_distance_force 500 "minimum distance to the end of the dropship path before players are force dropped"
+set g_br_ring_alpha 0.5 "ring transparency"
+set g_br_ring_color "1 0 0" "ring color"
+set g_br_ring_radius -1 "ring radius (use -1 to automatically determine the radius based on the map size)"
+set g_br_ring_duration 150 "total time the ring spends closing"
+set g_br_ring_timing "0.6 0.8 0.9" "timing values relative to g_br_ring_duration at which the ring waits and transitions into the next stage"
+set g_br_ring_strength "2.5 5 10 20 50" "damage values for each stage including beginning and end"
+set g_br_ring_wait 30 "wait time before each ring stage"
+set g_br_ring_center_factor 0.25 "factor by which the ring can deviate from the center of the map, 0 means always completely centered, 1 means completely random within world bounds"
+set g_br_ring_fadedistance 2000 "distance at which the ring slowly becomes visible until it reaches g_br_ring_alpha when standing right in front of it"
#include <common/gamemodes/gamemode/deathmatch/deathmatch.qh>
#include <common/mapinfo.qh>
-bool autocvar_g_br_not_dm_maps;
+bool autocvar_g_br_not_dm_maps = false;
#ifdef CSQC
void HUD_Mod_BR(vector pos, vector mySize);
return false;
}
METHOD(BattleRoyale, m_isForcedSupported, bool(Gametype this))
- {
- if(!autocvar_g_br_not_dm_maps)
- {
- // if this is unset, all DM maps support BR too
- if(!(MapInfo_Map_supportedGametypes & this.m_flags) && (MapInfo_Map_supportedGametypes & MAPINFO_TYPE_DEATHMATCH.m_flags))
- return true; // TODO: references another gametype (alternatively, we could check which gamemodes are always enabled and append this if any are supported)
- }
+ {
+ if(!autocvar_g_br_not_dm_maps)
+ {
+ // if this is unset, all DM maps support BR too
+ if(!(MapInfo_Map_supportedGametypes & this.m_flags) && (MapInfo_Map_supportedGametypes & MAPINFO_TYPE_DEATHMATCH.m_flags))
+ return true; // TODO: references another gametype (alternatively, we could check which gamemodes are always enabled and append this if any are supported)
+ }
- return false;
- }
+ return false;
+ }
#ifdef CSQC
ATTRIB(BattleRoyale, m_modicons, void(vector pos, vector mySize), HUD_Mod_BR);