From: Martin Taibr Date: Sun, 16 Jul 2017 21:27:33 +0000 (+0200) Subject: a couple more X-Git-Tag: xonotic-v0.8.5~2430^2~72 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=40603d765603a5372de71a3b09edcb5115bb9598;p=xonotic%2Fxonotic-data.pk3dir.git a couple more --- diff --git a/defaultClient.cfg b/defaultClient.cfg index 8ac11f724..628b6d2f6 100644 --- a/defaultClient.cfg +++ b/defaultClient.cfg @@ -180,3 +180,65 @@ cl_autodemo_nameformat demos/%Y-%m-%d_%H-%M seta cl_autotaunt 0 "automatically taunt enemies when fragging them" seta cl_voice_directional 1 "0 = all voices are non-directional, 1 = all voices are directional, 2 = only taunts are directional" seta cl_voice_directional_taunt_attenuation 0.5 "this defines the distance from which taunts can be heard" + +seta cl_hitsound 1 "play a hit notifier sound when you have hit an enemy, 1: same pitch 2: increase pitch with more damage 3: decrease pitch with more damage" +set cl_hitsound_antispam_time 0.05 "don't play the hitsound more often than this" +seta cl_hitsound_min_pitch 0.75 "minimum pitch of hit sound" +seta cl_hitsound_max_pitch 1.5 "maximum pitch of hit sound" +seta cl_hitsound_nom_damage 25 "damage amount at which hitsound bases pitch off" + +seta cl_eventchase_death 1 "camera goes into 3rd person mode when the player is dead; set to 2 to active the effect only when the corpse doesn't move anymore" +seta cl_eventchase_frozen 0 "camera goes into 3rd person mode when the player is frozen" +seta cl_eventchase_nexball 1 "camera goes into 3rd person mode when in nexball game-mode" +seta cl_eventchase_distance 140 "final camera distance" +seta cl_eventchase_generator_distance 400 "final camera distance while viewing generator explosion" +seta cl_eventchase_speed 1.3 "how fast the camera slides back, 0 is instant" +seta cl_eventchase_maxs "12 12 8" "max size of eventchase camera bbox" +seta cl_eventchase_mins "-12 -12 -8" "min size of eventchase camera bbox" +seta cl_eventchase_viewoffset "0 0 20" "viewoffset of eventchase camera" +seta cl_eventchase_generator_viewoffset "0 0 80" "viewoffset of eventchase camera while viewing generator explosion" +seta cl_eventchase_vehicle 1 "camera goes into 3rd person mode when inside a vehicle" +seta cl_eventchase_vehicle_viewoffset "0 0 80" +seta cl_eventchase_vehicle_distance 250 + +set _vehicles_shownchasemessage 0 + +seta cl_particles_oldvortexbeam 0 "Uses the old v2.3 Vortex beam instead of the new beam, only works if server allows it (g_allow_oldvortexbeam 1)" + +seta cl_damageeffect 1 "enable weapon damage effects: 1 enables the feature on skeletal models, 2 on any model" +seta cl_damageeffect_ticrate 0.1 "particle spawn rate" +seta cl_damageeffect_bones 5 "how many damages to allow on a rigged mesh at once (non-skeletal objects are limited to one)" +seta cl_damageeffect_distribute 1 "divide particle intensity if multiple damages are present" +seta cl_damageeffect_lifetime 0.1 "how much a damage effect lasts, based on damage amount" +seta cl_damageeffect_lifetime_min 3 "minimum lifetime a damage effect may have" +seta cl_damageeffect_lifetime_max 6 "maximum lifetime a damage effect may have" + +set cl_deathglow 0.8 "number of seconds during which dead bodies glow out" + +cl_movement 1 +cl_movement_track_canjump 0 +cl_stairsmoothspeed 200 + +// FIXME test +alias g_waypointeditor_spawn "impulse 103" +alias g_waypointeditor_remove "impulse 104" +alias g_waypointeditor_relinkall "impulse 105" +alias g_waypointeditor_saveall "impulse 106" +alias g_waypointeditor_unreachable "impulse 107" + +seta menu_sandbox_spawn_model "" +seta menu_sandbox_attach_bone "" +seta menu_sandbox_edit_skin 0 +seta menu_sandbox_edit_alpha 1 +seta menu_sandbox_edit_color_main "1 1 1" +seta menu_sandbox_edit_color_glow "1 1 1" +seta menu_sandbox_edit_frame 0 +seta menu_sandbox_edit_scale 1 +seta menu_sandbox_edit_solidity 1 +seta menu_sandbox_edit_physics 1 +seta menu_sandbox_edit_force 1 +seta menu_sandbox_edit_material "" + +seta menu_monsters_edit_spawn "" +seta menu_monsters_edit_skin 0 +seta menu_monsters_edit_movetarget 1 diff --git a/defaultServer.cfg b/defaultServer.cfg index d129e8fe0..f98e23175 100644 --- a/defaultServer.cfg +++ b/defaultServer.cfg @@ -11,3 +11,250 @@ set minplayers 0 "number of players playing at the same time (if not enough real set sv_ready_restart 0 "allow a map to be restarted once all players pressed the \"ready\" button" set sv_ready_restart_after_countdown 0 "reset players and map items after the countdown ended, instead of at the beginning of the countdown" set sv_ready_restart_repeatable 0 "allows the players to restart the game as often as needed" + +//nifreks lockonrestart feature, used in team-based game modes, if set to 1 and all players readied up no other player can then join the game anymore, useful to block spectators from joining +set teamplay_lockonrestart 0 "lock teams once all players readied up and the game restarted (no new players can join after restart unless using the server-command unlockteams)" + +set g_maxplayers 0 "maximum number of players allowed to play at the same time, set to 0 to allow all players to join the game" +set g_maxplayers_spectator_blocktime 5 "if the players voted for the \"nospectators\" command, this setting defines the number of seconds a observer/spectator has time to join the game before he gets kicked" + +// tournament mod +set g_warmup 0 "split the game into a warmup- and match-stage" +set g_warmup_limit 0 "limit warmup-stage to this time (in seconds); if set to -1 the warmup-stage is not affected by any timelimit, if set to 0 the usual timelimit also affects warmup-stage" +set g_warmup_allow_timeout 0 "allow calling timeouts in the warmup-stage (if sv_timeout is set to 1)" +set g_warmup_allguns 1 "provide more weapons on start while in warmup: 0 = normal start weapons, 1 = all guns available on the map, 2 = all normal weapons" +set g_warmup_majority_factor 0.8 "minimum percentage of players ready needed for warmup to end" + +set g_chat_nospectators 0 "if 0 spec/observer chat is always visible to the player, if 1 it is never visible to players, if 2 it is only visible to players during warmup stage" +set sv_vote_nospectators 0 "only players can call a vote (thus spectators and observers can't call a vote): 0 = all people can vote, 1 = spectators can vote in warmup stage, 2 = only players can vote (no exceptions)." + +alias g_tourney "g_tourney_$1" +alias g_tourney_1 "g_warmup 1; g_chat_nospectators 2; sv_vote_nospectators 1" +alias g_tourney_0 "g_warmup 0; g_chat_nospectators 0; sv_vote_nospectators 0" + +set sv_timeout 0 "allow a player to call a timeout, this will pause the game for some time" +set sv_timeout_length 120 "how long the game will be paused at max, in seconds" +set sv_timeout_number 2 "how many timeouts one player is allowed to call (gets reset after a restart)" +set sv_timeout_leadtime 4 "how long the players will be informed that a timeout was called before it starts, in seconds" +set sv_timeout_resumetime 3 "how long the remaining timeout-time will be after a player called the timein command" + +set g_allow_oldvortexbeam 0 "If enabled, clients are allowed to use old v2.3 Vortex beam" + +set g_telefrags 1 "telefragging, i.e. killing someone who stands in the way of someone who is teleporting" +set g_telefrags_teamplay 1 "never telefrag team mates" +set g_telefrags_avoid 1 "when teleporters have a random destination, avoid teleporting to locations where a telefrag would happen" +set g_teleport_maxspeed 0 "maximum speed that a player can keep when going through a teleporter (if a misc_teleporter_dest also has a cap the smallest one of these will be used), 0 = don't limit, -1 = keep no speed" + +set g_respawn_ghosts 1 "if 1 dead bodies become ghosts and float away when the player respawns" +set g_respawn_ghosts_speed 5 "the speed with which respawn ghosts float and rotate" +set g_respawn_ghosts_maxtime 6 "maximum amount of time a respawn ghost can last, minimum time is half this value. 0 disables and ghosts fade when the body would" + +set sv_gibhealth 100 "Minus health a dead body must have in order to get gibbed" + +// use default physics +set sv_friction_on_land 0 +set sv_friction_slick 0.5 + +set sv_slick_applygravity 0 + +set sv_aircontrol_backwards 0 "apply forward aircontrol options to backward movement" +set sv_aircontrol_sidewards 0 "apply forward aircontrol options to sideward movement" + +set sv_player_viewoffset "0 0 35" "view offset of the player model" +set sv_player_mins "-16 -16 -24" "playermodel mins" +set sv_player_maxs "16 16 45" "playermodel maxs" +set sv_player_crouch_viewoffset "0 0 20" "view offset of the player model when crouched" +set sv_player_crouch_mins "-16 -16 -24" "mins of a crouched playermodel" +set sv_player_crouch_maxs "16 16 25" "maxs of a crouched playermodel" + +set sv_doublejump 0 "allow Quake 2-style double jumps" +set sv_jumpspeedcap_min "" "lower bound on the baseline velocity of a jump; final velocity will be >= (jumpheight * min + jumpheight)" +set sv_jumpspeedcap_max "" "upper bound on the baseline velocity of a jump; final velocity will be <= (jumpheight * max + jumpheight)" +set sv_jumpspeedcap_max_disable_on_ramps 0 "disable upper baseline velocity bound on ramps to preserve the old rampjump style" +set sv_track_canjump 0 "track if the player released the jump key between 2 jumps to decide if they are able to jump or not" + +seta sv_precacheplayermodels 1 +seta sv_precacheweapons 0 +seta sv_precacheitems 0 +set sv_spectator_speed_multiplier 1.5 +seta sv_spectate 1 "if set to 1, new clients are allowed to spectate or observe the game, if set to 0 joining clients spawn as players immediately (no spectating)" +seta sv_defaultcharacter 0 "master switch, if set to 1 the further configuration for replacing all player models, skins and colors is taken from the sv_defaultplayermodel, sv_defaultplayerskin and sv_defaultplayercolors variables" +seta sv_defaultcharacterskin 0 "if set to 1 the further configuration for replacing all skins is taken from the sv_defaultplayerskin variables" +seta sv_defaultplayermodel "models/player/erebus.iqm" "default model selection, only works if sv_defaultcharacter is set to 1; you may append a : suffix to model names; you can specify multiple, separated by space, and a random one will be chosen" +seta sv_defaultplayerskin 0 "each model has 1 or more skins (combination of model and skin = character), set which skin of the model you wish the default character to have, only works if sv_defaultcharacter is set to 1; can be overridden by : suffix in sv_defaultplayermodel" +seta sv_defaultplayermodel_red "" "\"\" means see sv_defaultplayermodel" +seta sv_defaultplayerskin_red 0 +seta sv_defaultplayermodel_blue "" "\"\" means see sv_defaultplayermodel" +seta sv_defaultplayerskin_blue 0 +seta sv_defaultplayermodel_yellow "" "\"\" means see sv_defaultplayermodel" +seta sv_defaultplayerskin_yellow 0 +seta sv_defaultplayermodel_pink "" "\"\" means see sv_defaultplayermodel" +seta sv_defaultplayerskin_pink 0 +seta sv_defaultplayercolors "" "set to 16*shirt+pants to force a color, note: it does NOT depend on defaultcharacter! Set to \"\" to disable" +set sv_autoscreenshot 0 "if set to 1, the server forces all clients to create a local screenshot once the map ended" +net_messagetimeout 30 +net_connecttimeout 30 +sv_jumpstep 1 // step up stairs while jumping, makes it easier to reach ledges + +seta sv_shownames_cull_distance 2500 "distance after which to not send origin/health/armor of another player" + +set bot_config_file bots.txt "Name and path of the bot configuration file" +set bot_number 0 "Minimum number of bots" +seta bot_usemodelnames 0 "Use player model names for bot names" +set bot_nofire 0 "When set, bots never fire. Mainly for testing in g_waypointeditor mode" +seta bot_prefix [BOT] "Prefix in front of the bot names" +seta bot_suffix "" "Suffix behind the bot names" +seta skill_auto 0 "when 1, \"skill\" gets adjusted to match the best player on the map" +set bot_debug_tracewalk 0 "Enable visual indicators for short-term navigation. Green: Goal Reached / Yellow: Obstacle found / Red: Unsolvable obstacle found" +set bot_debug_goalstack 0 "Visualize the current path that each bot is following. Use with as few bots as possible." +set bot_wander_enable 1 "Have bots wander around if they are unable to reach any useful goal. Disable only for debugging purposes." +// general bot AI cvars +set bot_ai_thinkinterval 0.05 +set bot_ai_strategyinterval 5 "How often a new objective is chosen" +set bot_ai_enemydetectioninterval 2 "How often bots pick a new target" +set bot_ai_enemydetectionradius 10000 "How far bots can see enemies" +set bot_ai_dodgeupdateinterval 0.2 "How often scan for items to dodge. Currently not in use." +set bot_ai_chooseweaponinterval 0.5 "How often the best weapon according to the situation will be chosen" +set bot_ai_dangerdetectioninterval 0.25 "How often scan for waypoints with dangers near" +set bot_ai_dangerdetectionupdates 64 "How many waypoints will be considered for danger detection" +set bot_ai_aimskill_blendrate 2 "How much correction will be applied to the aiming angle" +set bot_ai_aimskill_fixedrate 15 +set bot_ai_aimskill_firetolerance_distdegrees 100 +set bot_ai_aimskill_firetolerance_mindegrees 2 "Minimum angle tolerance. Used on large distances" +set bot_ai_aimskill_firetolerance_maxdegrees 60 "Maximum firing angle. Used on close range" +set bot_ai_aimskill_mouse 1 "How much of the aiming filters are applied" +set bot_ai_keyboard_distance 250 "Keyboard emulation is disabled after this distance to the goal" +set bot_ai_keyboard_threshold 0.57 +set bot_ai_aimskill_offset 0.3 "Amount of error induced to the bots aim" +set bot_ai_aimskill_think 1 "Aiming velocity. Use values below 1 for slower aiming" +set bot_ai_custom_weapon_priority_distances "300 850" "Define close and far distances in any order. Based on the distance to the enemy bots will choose different weapons" +set bot_ai_custom_weapon_priority_far "vaporizer vortex rifle electro devastator mortar hagar hlac crylink blaster machinegun fireball seeker shotgun shockwave tuba minelayer" "Desired weapons for far distances ordered by priority" +set bot_ai_custom_weapon_priority_mid "vaporizer devastator vortex fireball seeker mortar electro machinegun arc crylink hlac hagar shotgun shockwave blaster rifle tuba minelayer" "Desired weapons for middle distances ordered by priority" +set bot_ai_custom_weapon_priority_close "vaporizer vortex shotgun shockwave machinegun arc hlac tuba seeker hagar crylink mortar electro devastator blaster fireball rifle minelayer" "Desired weapons for close distances ordered by priority" +set bot_ai_weapon_combo 1 "Enable bots to do weapon combos" +set bot_ai_weapon_combo_threshold 0.4 "Try to make a combo N seconds after the last attack" +set bot_ai_friends_aware_pickup_radius "500" "Bots will not pickup items if a team mate is this distance near the item" +set bot_ai_ignoregoal_timeout 3 "Ignore goals making bots to get stuck in front of a wall for N seconds" +set bot_ai_bunnyhop_skilloffset 7 "Bots with skill equal or greater than this value will perform the \"bunnyhop\" technique" +set bot_ai_bunnyhop_startdistance 200 "Run to goals located further than this distance" +set bot_ai_bunnyhop_stopdistance 300 "Stop jumping after reaching this distance to the goal" +set bot_ai_bunnyhop_firstjumpdelay 0.2 "Start running to the goal only if it was seen for more than N seconds" +set bot_god 0 "god mode for bots" +set bot_ai_navigation_jetpack 0 "Enable bots to navigate maps using the jetpack" +set bot_ai_navigation_jetpack_mindistance 3500 "Bots will try fly to objects located farther than this distance" +// Better don't touch these, there are hard to tweak! +set bot_ai_aimskill_order_mix_1st 0.01 "Amount of the 1st filter output to apply to the aiming angle" +set bot_ai_aimskill_order_mix_2nd 0.1 "Amount of the 2nd filter output to apply to the aiming angle" +set bot_ai_aimskill_order_mix_3th 0.01 "Amount of the 3th filter output to apply to the aiming angle" +set bot_ai_aimskill_order_mix_4th 0.05 "Amount of the 4th filter output to apply to the aiming angle" +set bot_ai_aimskill_order_mix_5th 0.01 "Amount of the 5th filter output to apply to the aiming angle" +set bot_ai_aimskill_order_filter_1st 0.4 "Position filter" +set bot_ai_aimskill_order_filter_2nd 0.4 "Movement filter" +set bot_ai_aimskill_order_filter_3th 0.2 "Acceleration filter" +set bot_ai_aimskill_order_filter_4th 0.4 "Position prediction filter. Used rarely" +set bot_ai_aimskill_order_filter_5th 0.5 "Movement prediction filter. Used rarely" +set bot_ai_timeitems 1 "allow skilled bots to run to important items a little time before respawning" +set bot_ai_timeitems_minrespawndelay 25 "bots run to items with this minimum respawn delay before respawning" + +// FIXME test this +// waypoint editor enable +set g_waypointeditor 0 +set g_waypointeditor_auto 0 "Automatically create waypoints for bots while playing; BEWARE, this currently creates too many of them" +set g_waypointeditor_symmetrical 0 "Enable symmetrical editing of waypoints on symmetrical CTF maps (NOTE: it assumes that the map is perfectly symmetrical). 1: automatically determine origin of symmetry; -1: use custom origin (g_waypointeditor_symmetrical_origin); 2: automatically determine axis of symmetry; -2: use custom axis (g_waypointeditor_symmetrical_axis)" +set g_waypointeditor_symmetrical_origin "0 0" "Custom origin of symmetry (x y)" +set g_waypointeditor_symmetrical_order 0 "if >= 2 apply rotational symmetry (around origin of symmetry) of this order, otherwise apply autodetected order of symmetry" +set g_waypointeditor_symmetrical_axis "0 0" "Custom axis of symmetry (m q parameters of y = mx + q)" +set bot_ignore_bots 0 "When set, bots don't shoot at other bots" +set bot_join_empty 0 "When set, bots also play if no player has joined the server" +set bot_vs_human 0 "Bots and humans play in different teams when set. positive values to make an all-bot blue team, set to negative values to make an all-bot red team, the absolute value is the ratio bots vs humans (1 for equal count). Changes will be correctly applied only from the next game" + +set g_spawnshieldtime 1 "number of seconds you are invincible after you spawned, this shield is lost after you fire" +set g_spawnshield_blockdamage 1 "how much spawn shield protects you from damage (1 = full protection)" +set g_antilag 2 "AntiLag (0 = no AntiLag, 1 = verified client side hit scan, 2 = server side hit scan in the past, 3 = unverified client side hit scan)" +set g_antilag_nudge 0 "don't touch" +set g_shootfromeye 0 "shots are fired from your eye/crosshair; visual gun position can still be influenced by cl_gunalign 1 and 2" +set g_shootfromcenter 0 "weapon gets moved to the center, shots still come from the barrel of your weapon; visual gun position can still be influenced by cl_gunalign 1 and 2" +set g_shootfromfixedorigin "" "if set to a string like 0 y z, the gun is moved to the given y and z coordinates. If set to a string like x y z, the whole shot origin is used" +set g_pinata 0 "if set to 1 you will not only drop your current weapon when you are killed, but you will drop all weapons that you possessed" +set g_weapon_stay 0 "1: ghost weapons can be picked up too but give no ammo, 2: ghost weapons refill ammo to one pickup size, thrown guns have no ammo" +set g_weapon_throwable 1 "if set to 1, weapons can be dropped" +set g_powerups -1 "if set to 0 the strength and shield (invincibility) will not spawn on the map, if 1 they will spawn in all game modes, -1 is game mode default" +set g_use_ammunition 1 "if set to 0 all weapons have unlimited ammunition" +set g_pickup_items -1 "if set to 0 all items (health, armor, ammo, weapons...) are removed from the map, if 1 they are forced to spawn" +set g_weaponarena "0" "put in a list of weapons to enable a weapon arena mode, or try \"all\" or \"most\"" +set g_weaponarena_random "0" "if set to a number, only that weapon count is given on every spawn (randomly)" +set g_weaponarena_random_with_blaster "1" "additionally, always provide the blaster in random weapon arena games" +set g_spawnpoints_auto_move_out_of_solid 0 "if set to 1 you will see a warning if a spawn point was placed inside a solid" +set g_forced_respawn 0 "if set to 1 and a player died, that player gets automatically respawned once seconds are over" +set g_fullbrightplayers 0 "brightens up player models (note that the color, skin or model of the players does not change!)" +set g_fullbrightitems 0 "brightens up items" +set g_nodepthtestplayers 0 "disables depth testing on players" +set g_nodepthtestitems 0 "disables depth testing on items" +set g_casings 2 "specifies which casings (0: none, 1: only shotgun casings, 2: shotgun and machine gun casings) are sent to the client" +set g_norecoil 0 "if set to 1 shooting weapons won't make you crosshair to move upwards (recoil)" +set g_maplist_mostrecent "" "contains the name of the maps that were most recently played" +seta g_maplist_mostrecent_count 3 "number of most recent maps that are blocked from being played again" +seta g_maplist "" "the list of maps to be cycled among (is autogenerated if empty)" +seta g_maplist_index 0 "this is used internally for saving position in maplist cycle" +seta g_maplist_selectrandom 0 "if 1, a random map will be chosen as next map - DEPRECATED in favor of g_maplist_shuffle" +seta g_maplist_shuffle 1 "new randomization method: like selectrandom, but avoid playing the same maps in short succession. This works by taking out the first element and inserting it into g_maplist with a bias to the end of the list" +set g_maplist_check_waypoints 0 "when 1, maps are skipped if there currently are bots, but the map has no waypoints" + +set g_items_mindist 4000 "starting distance for the fading of items" +set g_items_maxdist 4500 "maximum distance at which an item can be viewed, after which it will be invisible" + +set g_grab_range 200 "distance at which dragable objects can be grabbed" + +set g_cloaked 0 "display all players mostly invisible" +set g_player_alpha 1 +set g_player_brightness 0 "set to 2 for brighter players" +seta g_balance_cloaked_alpha 0.25 + +set g_playerclip_collisions 1 "0 = disable collision testing against playerclips, might be useful on some defrag maps" +set g_botclip_collisions 1 "0 = disable collision testing against botclips, might be useful on some defrag maps" + +set g_grappling_hook 0 "let players spawn with the grappling hook which allows them to pull themselves up" +set g_grappling_hook_useammo 0 "use ammunition with the off-hand grappling hook" + +set g_spawn_alloweffects 1 "allow clients to enable spawn point and event effects such as particles and sounds, see cl_spawn_ cvars for more info" +set g_spawn_furthest 0.5 "this amount of the spawns shall be far away from any players" +set g_spawn_useallspawns 0 "use all spawns, e.g. also team spawns in non-teamplay, and all spawns, even enemy spawns, in teamplay" +// respawn delay +set g_respawn_delay_small 2 "small game number of seconds you have to wait before you can respawn again" +set g_respawn_delay_small_count 0 "Player count per team for g_respawn_delay_small. <=0 values mean the minimum amount of players to have gameplay (typically 2 in FFA, 1 in teamplay)." +set g_respawn_delay_large 2 "large game number of seconds you have to wait before you can respawn again" +set g_respawn_delay_large_count 8 "Player count per team for g_respawn_delay_large. <=0 values mean the minimum amount of players to have gameplay (typically 2 in FFA, 1 in teamplay)." +set g_respawn_delay_max 5 "number of seconds you can wait before you're forced to respawn (only effective with g_forced_respawn 1)" +set g_respawn_delay_forced 0 "enforce regular respawn delay (prevent gamemode specific respawn delays)" +set g_respawn_waves 0 "respawn in waves (every n seconds), intended to decrease overwhelming base attacks" + +// overtime +seta timelimit_overtime 2 "duration in minutes of one added overtime, added to the timelimit" +seta timelimit_overtimes 0 "how many overtimes to add at max" +seta timelimit_suddendeath 5 "number of minutes suddendeath mode lasts after all overtimes were added and still no winner was found" + +// common team values +set g_tdm 0 "Team Deathmatch: the team who kills their opponents most often wins" +set g_tdm_on_dm_maps 0 "when this is set, all DM maps automatically support TDM" + +seta teamplay_mode 4 "default teamplay setting in team games. 1 = no friendly fire, self damage. 2 = friendly fire and self damage enabled. 3 = no friendly fire, but self damage enabled. 4 = obey the cvars g_mirrordamage*, g_friendlyfire* and g_teamdamage*" +seta g_mirrordamage 0.7 "for teamplay_mode 4: mirror damage factor" +seta g_mirrordamage_virtual 1 "for teamplay_mode 4: do not actually apply mirror damage, just show graphics effect for it" +seta g_mirrordamage_onlyweapons 0 "for teamplay_mode 4: only apply mirror damage if the attack was from a weapon" +seta g_friendlyfire 0.5 "for teamplay_mode 4: friendly fire factor" +seta g_friendlyfire_virtual 1 "for teamplay_mode 4: do not actually apply friendly fire, just show graphics effect for it" +seta g_friendlyfire_virtual_force 1 "for teamplay_mode 4: apply force even though damage was made virtual only" +seta g_teamdamage_threshold 40 "for teamplay_mode 4: threshold over which to apply mirror damage" +seta g_teamdamage_resetspeed 20 "for teamplay_mode 4: how fast player's teamdamage count decreases" + +seta g_balance_teams 1 "automatically balance out players entering instead of asking them for their preferred team" +seta g_balance_teams_prevent_imbalance 1 "prevent players from changing to larger teams" +set g_balance_teams_scorefactor 0.25 "at the end of the game, take score into account instead of team size by this amount (beware: values over 0.5 mean that a x:0 score imbalance will cause ALL new players to prefer the losing team at the end, despite numbers)" +set g_changeteam_banned 0 "not allowed to change team" +set g_changeteam_fragtransfer 0 "% of frags you get to keep when you change teams (rounded down)" + +set sv_teamnagger 1 "enable a nag message when the teams are unbalanced" + +set g_bloodloss 0 "amount of health below which blood loss occurs" + +set g_footsteps 1 "serverside footstep sounds" diff --git a/defaultXonotic.cfg b/defaultXonotic.cfg index 110582ad5..84de02338 100644 --- a/defaultXonotic.cfg +++ b/defaultXonotic.cfg @@ -31,315 +31,12 @@ mod_q3bsp_lightmapmergepower 4 exec defaultClient.cfg exec defaultServer.cfg -seta cl_hitsound 1 "play a hit notifier sound when you have hit an enemy, 1: same pitch 2: increase pitch with more damage 3: decrease pitch with more damage" -set cl_hitsound_antispam_time 0.05 "don't play the hitsound more often than this" -seta cl_hitsound_min_pitch 0.75 "minimum pitch of hit sound" -seta cl_hitsound_max_pitch 1.5 "maximum pitch of hit sound" -seta cl_hitsound_nom_damage 25 "damage amount at which hitsound bases pitch off" - -seta cl_eventchase_death 1 "camera goes into 3rd person mode when the player is dead; set to 2 to active the effect only when the corpse doesn't move anymore" -seta cl_eventchase_frozen 0 "camera goes into 3rd person mode when the player is frozen" -seta cl_eventchase_nexball 1 "camera goes into 3rd person mode when in nexball game-mode" -seta cl_eventchase_distance 140 "final camera distance" -seta cl_eventchase_generator_distance 400 "final camera distance while viewing generator explosion" -seta cl_eventchase_speed 1.3 "how fast the camera slides back, 0 is instant" -seta cl_eventchase_maxs "12 12 8" "max size of eventchase camera bbox" -seta cl_eventchase_mins "-12 -12 -8" "min size of eventchase camera bbox" -seta cl_eventchase_viewoffset "0 0 20" "viewoffset of eventchase camera" -seta cl_eventchase_generator_viewoffset "0 0 80" "viewoffset of eventchase camera while viewing generator explosion" -seta cl_eventchase_vehicle 1 "camera goes into 3rd person mode when inside a vehicle" -seta cl_eventchase_vehicle_viewoffset "0 0 80" -seta cl_eventchase_vehicle_distance 250 - -set _vehicles_shownchasemessage 0 - -//nifreks lockonrestart feature, used in team-based game modes, if set to 1 and all players readied up no other player can then join the game anymore, useful to block spectators from joining -set teamplay_lockonrestart 0 "lock teams once all players readied up and the game restarted (no new players can join after restart unless using the server-command unlockteams)" - -set g_maxplayers 0 "maximum number of players allowed to play at the same time, set to 0 to allow all players to join the game" -set g_maxplayers_spectator_blocktime 5 "if the players voted for the \"nospectators\" command, this setting defines the number of seconds a observer/spectator has time to join the game before he gets kicked" - -// tournament mod -set g_warmup 0 "split the game into a warmup- and match-stage" -set g_warmup_limit 0 "limit warmup-stage to this time (in seconds); if set to -1 the warmup-stage is not affected by any timelimit, if set to 0 the usual timelimit also affects warmup-stage" -set g_warmup_allow_timeout 0 "allow calling timeouts in the warmup-stage (if sv_timeout is set to 1)" -set g_warmup_allguns 1 "provide more weapons on start while in warmup: 0 = normal start weapons, 1 = all guns available on the map, 2 = all normal weapons" -set g_warmup_majority_factor 0.8 "minimum percentage of players ready needed for warmup to end" - -set g_chat_nospectators 0 "if 0 spec/observer chat is always visible to the player, if 1 it is never visible to players, if 2 it is only visible to players during warmup stage" -set sv_vote_nospectators 0 "only players can call a vote (thus spectators and observers can't call a vote): 0 = all people can vote, 1 = spectators can vote in warmup stage, 2 = only players can vote (no exceptions)." - -alias g_tourney "g_tourney_$1" -alias g_tourney_1 "g_warmup 1; g_chat_nospectators 2; sv_vote_nospectators 1" -alias g_tourney_0 "g_warmup 0; g_chat_nospectators 0; sv_vote_nospectators 0" - -set sv_timeout 0 "allow a player to call a timeout, this will pause the game for some time" -set sv_timeout_length 120 "how long the game will be paused at max, in seconds" -set sv_timeout_number 2 "how many timeouts one player is allowed to call (gets reset after a restart)" -set sv_timeout_leadtime 4 "how long the players will be informed that a timeout was called before it starts, in seconds" -set sv_timeout_resumetime 3 "how long the remaining timeout-time will be after a player called the timein command" - -set g_allow_oldvortexbeam 0 "If enabled, clients are allowed to use old v2.3 Vortex beam" -seta cl_particles_oldvortexbeam 0 "Uses the old v2.3 Vortex beam instead of the new beam, only works if server allows it (g_allow_oldvortexbeam 1)" - -set g_telefrags 1 "telefragging, i.e. killing someone who stands in the way of someone who is teleporting" -set g_telefrags_teamplay 1 "never telefrag team mates" -set g_telefrags_avoid 1 "when teleporters have a random destination, avoid teleporting to locations where a telefrag would happen" -set g_teleport_maxspeed 0 "maximum speed that a player can keep when going through a teleporter (if a misc_teleporter_dest also has a cap the smallest one of these will be used), 0 = don't limit, -1 = keep no speed" - -seta cl_damageeffect 1 "enable weapon damage effects: 1 enables the feature on skeletal models, 2 on any model" -seta cl_damageeffect_ticrate 0.1 "particle spawn rate" -seta cl_damageeffect_bones 5 "how many damages to allow on a rigged mesh at once (non-skeletal objects are limited to one)" -seta cl_damageeffect_distribute 1 "divide particle intensity if multiple damages are present" -seta cl_damageeffect_lifetime 0.1 "how much a damage effect lasts, based on damage amount" -seta cl_damageeffect_lifetime_min 3 "minimum lifetime a damage effect may have" -seta cl_damageeffect_lifetime_max 6 "maximum lifetime a damage effect may have" - -set g_respawn_ghosts 1 "if 1 dead bodies become ghosts and float away when the player respawns" -set g_respawn_ghosts_speed 5 "the speed with which respawn ghosts float and rotate" -set g_respawn_ghosts_maxtime 6 "maximum amount of time a respawn ghost can last, minimum time is half this value. 0 disables and ghosts fade when the body would" -set cl_deathglow 0.8 "number of seconds during which dead bodies glow out" - -set sv_gibhealth 100 "Minus health a dead body must have in order to get gibbed" - -// use default physics -set sv_friction_on_land 0 -set sv_friction_slick 0.5 - -set sv_slick_applygravity 0 - -set sv_aircontrol_backwards 0 "apply forward aircontrol options to backward movement" -set sv_aircontrol_sidewards 0 "apply forward aircontrol options to sideward movement" - -set sv_player_viewoffset "0 0 35" "view offset of the player model" -set sv_player_mins "-16 -16 -24" "playermodel mins" -set sv_player_maxs "16 16 45" "playermodel maxs" -set sv_player_crouch_viewoffset "0 0 20" "view offset of the player model when crouched" -set sv_player_crouch_mins "-16 -16 -24" "mins of a crouched playermodel" -set sv_player_crouch_maxs "16 16 25" "maxs of a crouched playermodel" - -set sv_doublejump 0 "allow Quake 2-style double jumps" -set sv_jumpspeedcap_min "" "lower bound on the baseline velocity of a jump; final velocity will be >= (jumpheight * min + jumpheight)" -set sv_jumpspeedcap_max "" "upper bound on the baseline velocity of a jump; final velocity will be <= (jumpheight * max + jumpheight)" -set sv_jumpspeedcap_max_disable_on_ramps 0 "disable upper baseline velocity bound on ramps to preserve the old rampjump style" -set sv_track_canjump 0 "track if the player released the jump key between 2 jumps to decide if they are able to jump or not" - -seta sv_precacheplayermodels 1 -seta sv_precacheweapons 0 -seta sv_precacheitems 0 -set sv_spectator_speed_multiplier 1.5 -seta sv_spectate 1 "if set to 1, new clients are allowed to spectate or observe the game, if set to 0 joining clients spawn as players immediately (no spectating)" -seta sv_defaultcharacter 0 "master switch, if set to 1 the further configuration for replacing all player models, skins and colors is taken from the sv_defaultplayermodel, sv_defaultplayerskin and sv_defaultplayercolors variables" -seta sv_defaultcharacterskin 0 "if set to 1 the further configuration for replacing all skins is taken from the sv_defaultplayerskin variables" -seta sv_defaultplayermodel "models/player/erebus.iqm" "default model selection, only works if sv_defaultcharacter is set to 1; you may append a : suffix to model names; you can specify multiple, separated by space, and a random one will be chosen" -seta sv_defaultplayerskin 0 "each model has 1 or more skins (combination of model and skin = character), set which skin of the model you wish the default character to have, only works if sv_defaultcharacter is set to 1; can be overridden by : suffix in sv_defaultplayermodel" -seta sv_defaultplayermodel_red "" "\"\" means see sv_defaultplayermodel" -seta sv_defaultplayerskin_red 0 -seta sv_defaultplayermodel_blue "" "\"\" means see sv_defaultplayermodel" -seta sv_defaultplayerskin_blue 0 -seta sv_defaultplayermodel_yellow "" "\"\" means see sv_defaultplayermodel" -seta sv_defaultplayerskin_yellow 0 -seta sv_defaultplayermodel_pink "" "\"\" means see sv_defaultplayermodel" -seta sv_defaultplayerskin_pink 0 -seta sv_defaultplayercolors "" "set to 16*shirt+pants to force a color, note: it does NOT depend on defaultcharacter! Set to \"\" to disable" -set sv_autoscreenshot 0 "if set to 1, the server forces all clients to create a local screenshot once the map ended" -net_messagetimeout 30 -net_connecttimeout 30 -sv_jumpstep 1 // step up stairs while jumping, makes it easier to reach ledges set ekg 0 "Throw huge amounts of gibs" -seta sv_shownames_cull_distance 2500 "distance after which to not send origin/health/armor of another player" - -cl_movement 1 -cl_movement_track_canjump 0 -cl_stairsmoothspeed 200 - -set bot_config_file bots.txt "Name and path of the bot configuration file" -set bot_number 0 "Minimum number of bots" -seta bot_usemodelnames 0 "Use player model names for bot names" -set bot_nofire 0 "When set, bots never fire. Mainly for testing in g_waypointeditor mode" -seta bot_prefix [BOT] "Prefix in front of the bot names" -seta bot_suffix "" "Suffix behind the bot names" -seta skill_auto 0 "when 1, \"skill\" gets adjusted to match the best player on the map" -set bot_debug_tracewalk 0 "Enable visual indicators for short-term navigation. Green: Goal Reached / Yellow: Obstacle found / Red: Unsolvable obstacle found" -set bot_debug_goalstack 0 "Visualize the current path that each bot is following. Use with as few bots as possible." -set bot_wander_enable 1 "Have bots wander around if they are unable to reach any useful goal. Disable only for debugging purposes." -// general bot AI cvars -set bot_ai_thinkinterval 0.05 -set bot_ai_strategyinterval 5 "How often a new objective is chosen" -set bot_ai_enemydetectioninterval 2 "How often bots pick a new target" -set bot_ai_enemydetectionradius 10000 "How far bots can see enemies" -set bot_ai_dodgeupdateinterval 0.2 "How often scan for items to dodge. Currently not in use." -set bot_ai_chooseweaponinterval 0.5 "How often the best weapon according to the situation will be chosen" -set bot_ai_dangerdetectioninterval 0.25 "How often scan for waypoints with dangers near" -set bot_ai_dangerdetectionupdates 64 "How many waypoints will be considered for danger detection" -set bot_ai_aimskill_blendrate 2 "How much correction will be applied to the aiming angle" -set bot_ai_aimskill_fixedrate 15 -set bot_ai_aimskill_firetolerance_distdegrees 100 -set bot_ai_aimskill_firetolerance_mindegrees 2 "Minimum angle tolerance. Used on large distances" -set bot_ai_aimskill_firetolerance_maxdegrees 60 "Maximum firing angle. Used on close range" -set bot_ai_aimskill_mouse 1 "How much of the aiming filters are applied" -set bot_ai_keyboard_distance 250 "Keyboard emulation is disabled after this distance to the goal" -set bot_ai_keyboard_threshold 0.57 -set bot_ai_aimskill_offset 0.3 "Amount of error induced to the bots aim" -set bot_ai_aimskill_think 1 "Aiming velocity. Use values below 1 for slower aiming" -set bot_ai_custom_weapon_priority_distances "300 850" "Define close and far distances in any order. Based on the distance to the enemy bots will choose different weapons" -set bot_ai_custom_weapon_priority_far "vaporizer vortex rifle electro devastator mortar hagar hlac crylink blaster machinegun fireball seeker shotgun shockwave tuba minelayer" "Desired weapons for far distances ordered by priority" -set bot_ai_custom_weapon_priority_mid "vaporizer devastator vortex fireball seeker mortar electro machinegun arc crylink hlac hagar shotgun shockwave blaster rifle tuba minelayer" "Desired weapons for middle distances ordered by priority" -set bot_ai_custom_weapon_priority_close "vaporizer vortex shotgun shockwave machinegun arc hlac tuba seeker hagar crylink mortar electro devastator blaster fireball rifle minelayer" "Desired weapons for close distances ordered by priority" -set bot_ai_weapon_combo 1 "Enable bots to do weapon combos" -set bot_ai_weapon_combo_threshold 0.4 "Try to make a combo N seconds after the last attack" -set bot_ai_friends_aware_pickup_radius "500" "Bots will not pickup items if a team mate is this distance near the item" -set bot_ai_ignoregoal_timeout 3 "Ignore goals making bots to get stuck in front of a wall for N seconds" -set bot_ai_bunnyhop_skilloffset 7 "Bots with skill equal or greater than this value will perform the \"bunnyhop\" technique" -set bot_ai_bunnyhop_startdistance 200 "Run to goals located further than this distance" -set bot_ai_bunnyhop_stopdistance 300 "Stop jumping after reaching this distance to the goal" -set bot_ai_bunnyhop_firstjumpdelay 0.2 "Start running to the goal only if it was seen for more than N seconds" -set bot_god 0 "god mode for bots" -set bot_ai_navigation_jetpack 0 "Enable bots to navigate maps using the jetpack" -set bot_ai_navigation_jetpack_mindistance 3500 "Bots will try fly to objects located farther than this distance" -// Better don't touch these, there are hard to tweak! -set bot_ai_aimskill_order_mix_1st 0.01 "Amount of the 1st filter output to apply to the aiming angle" -set bot_ai_aimskill_order_mix_2nd 0.1 "Amount of the 2nd filter output to apply to the aiming angle" -set bot_ai_aimskill_order_mix_3th 0.01 "Amount of the 3th filter output to apply to the aiming angle" -set bot_ai_aimskill_order_mix_4th 0.05 "Amount of the 4th filter output to apply to the aiming angle" -set bot_ai_aimskill_order_mix_5th 0.01 "Amount of the 5th filter output to apply to the aiming angle" -set bot_ai_aimskill_order_filter_1st 0.4 "Position filter" -set bot_ai_aimskill_order_filter_2nd 0.4 "Movement filter" -set bot_ai_aimskill_order_filter_3th 0.2 "Acceleration filter" -set bot_ai_aimskill_order_filter_4th 0.4 "Position prediction filter. Used rarely" -set bot_ai_aimskill_order_filter_5th 0.5 "Movement prediction filter. Used rarely" -set bot_ai_timeitems 1 "allow skilled bots to run to important items a little time before respawning" -set bot_ai_timeitems_minrespawndelay 25 "bots run to items with this minimum respawn delay before respawning" - -// waypoint editor enable -set g_waypointeditor 0 -set g_waypointeditor_auto 0 "Automatically create waypoints for bots while playing; BEWARE, this currently creates too many of them" -set g_waypointeditor_symmetrical 0 "Enable symmetrical editing of waypoints on symmetrical CTF maps (NOTE: it assumes that the map is perfectly symmetrical). 1: automatically determine origin of symmetry; -1: use custom origin (g_waypointeditor_symmetrical_origin); 2: automatically determine axis of symmetry; -2: use custom axis (g_waypointeditor_symmetrical_axis)" -set g_waypointeditor_symmetrical_origin "0 0" "Custom origin of symmetry (x y)" -set g_waypointeditor_symmetrical_order 0 "if >= 2 apply rotational symmetry (around origin of symmetry) of this order, otherwise apply autodetected order of symmetry" -set g_waypointeditor_symmetrical_axis "0 0" "Custom axis of symmetry (m q parameters of y = mx + q)" -set bot_ignore_bots 0 "When set, bots don't shoot at other bots" -set bot_join_empty 0 "When set, bots also play if no player has joined the server" -set bot_vs_human 0 "Bots and humans play in different teams when set. positive values to make an all-bot blue team, set to negative values to make an all-bot red team, the absolute value is the ratio bots vs humans (1 for equal count). Changes will be correctly applied only from the next game" - -alias g_waypointeditor_spawn "impulse 103" -alias g_waypointeditor_remove "impulse 104" -alias g_waypointeditor_relinkall "impulse 105" -alias g_waypointeditor_saveall "impulse 106" -alias g_waypointeditor_unreachable "impulse 107" - locs_enable 0 pausable 0 -set g_spawnshieldtime 1 "number of seconds you are invincible after you spawned, this shield is lost after you fire" -set g_spawnshield_blockdamage 1 "how much spawn shield protects you from damage (1 = full protection)" -set g_antilag 2 "AntiLag (0 = no AntiLag, 1 = verified client side hit scan, 2 = server side hit scan in the past, 3 = unverified client side hit scan)" -set g_antilag_nudge 0 "don't touch" -set g_shootfromeye 0 "shots are fired from your eye/crosshair; visual gun position can still be influenced by cl_gunalign 1 and 2" -set g_shootfromcenter 0 "weapon gets moved to the center, shots still come from the barrel of your weapon; visual gun position can still be influenced by cl_gunalign 1 and 2" -set g_shootfromfixedorigin "" "if set to a string like 0 y z, the gun is moved to the given y and z coordinates. If set to a string like x y z, the whole shot origin is used" -set g_pinata 0 "if set to 1 you will not only drop your current weapon when you are killed, but you will drop all weapons that you possessed" -set g_weapon_stay 0 "1: ghost weapons can be picked up too but give no ammo, 2: ghost weapons refill ammo to one pickup size, thrown guns have no ammo" -set g_weapon_throwable 1 "if set to 1, weapons can be dropped" -set g_powerups -1 "if set to 0 the strength and shield (invincibility) will not spawn on the map, if 1 they will spawn in all game modes, -1 is game mode default" -set g_use_ammunition 1 "if set to 0 all weapons have unlimited ammunition" -set g_pickup_items -1 "if set to 0 all items (health, armor, ammo, weapons...) are removed from the map, if 1 they are forced to spawn" -set g_weaponarena "0" "put in a list of weapons to enable a weapon arena mode, or try \"all\" or \"most\"" -set g_weaponarena_random "0" "if set to a number, only that weapon count is given on every spawn (randomly)" -set g_weaponarena_random_with_blaster "1" "additionally, always provide the blaster in random weapon arena games" -set g_spawnpoints_auto_move_out_of_solid 0 "if set to 1 you will see a warning if a spawn point was placed inside a solid" -set g_forced_respawn 0 "if set to 1 and a player died, that player gets automatically respawned once seconds are over" -set g_fullbrightplayers 0 "brightens up player models (note that the color, skin or model of the players does not change!)" -set g_fullbrightitems 0 "brightens up items" -set g_nodepthtestplayers 0 "disables depth testing on players" -set g_nodepthtestitems 0 "disables depth testing on items" -set g_casings 2 "specifies which casings (0: none, 1: only shotgun casings, 2: shotgun and machine gun casings) are sent to the client" -set g_norecoil 0 "if set to 1 shooting weapons won't make you crosshair to move upwards (recoil)" -set g_maplist_mostrecent "" "contains the name of the maps that were most recently played" -seta g_maplist_mostrecent_count 3 "number of most recent maps that are blocked from being played again" -seta g_maplist "" "the list of maps to be cycled among (is autogenerated if empty)" -seta g_maplist_index 0 "this is used internally for saving position in maplist cycle" -seta g_maplist_selectrandom 0 "if 1, a random map will be chosen as next map - DEPRECATED in favor of g_maplist_shuffle" -seta g_maplist_shuffle 1 "new randomization method: like selectrandom, but avoid playing the same maps in short succession. This works by taking out the first element and inserting it into g_maplist with a bias to the end of the list" -set g_maplist_check_waypoints 0 "when 1, maps are skipped if there currently are bots, but the map has no waypoints" set samelevel 0 "when 1, always play the same level over and over again" -set g_items_mindist 4000 "starting distance for the fading of items" -set g_items_maxdist 4500 "maximum distance at which an item can be viewed, after which it will be invisible" - -set g_grab_range 200 "distance at which dragable objects can be grabbed" - -set g_cloaked 0 "display all players mostly invisible" -set g_player_alpha 1 -set g_player_brightness 0 "set to 2 for brighter players" -seta g_balance_cloaked_alpha 0.25 - -seta menu_sandbox_spawn_model "" -seta menu_sandbox_attach_bone "" -seta menu_sandbox_edit_skin 0 -seta menu_sandbox_edit_alpha 1 -seta menu_sandbox_edit_color_main "1 1 1" -seta menu_sandbox_edit_color_glow "1 1 1" -seta menu_sandbox_edit_frame 0 -seta menu_sandbox_edit_scale 1 -seta menu_sandbox_edit_solidity 1 -seta menu_sandbox_edit_physics 1 -seta menu_sandbox_edit_force 1 -seta menu_sandbox_edit_material "" - -seta menu_monsters_edit_spawn "" -seta menu_monsters_edit_skin 0 -seta menu_monsters_edit_movetarget 1 - -set g_playerclip_collisions 1 "0 = disable collision testing against playerclips, might be useful on some defrag maps" -set g_botclip_collisions 1 "0 = disable collision testing against botclips, might be useful on some defrag maps" - -set g_grappling_hook 0 "let players spawn with the grappling hook which allows them to pull themselves up" -set g_grappling_hook_useammo 0 "use ammunition with the off-hand grappling hook" - -set g_spawn_alloweffects 1 "allow clients to enable spawn point and event effects such as particles and sounds, see cl_spawn_ cvars for more info" -set g_spawn_furthest 0.5 "this amount of the spawns shall be far away from any players" -set g_spawn_useallspawns 0 "use all spawns, e.g. also team spawns in non-teamplay, and all spawns, even enemy spawns, in teamplay" -// respawn delay -set g_respawn_delay_small 2 "small game number of seconds you have to wait before you can respawn again" -set g_respawn_delay_small_count 0 "Player count per team for g_respawn_delay_small. <=0 values mean the minimum amount of players to have gameplay (typically 2 in FFA, 1 in teamplay)." -set g_respawn_delay_large 2 "large game number of seconds you have to wait before you can respawn again" -set g_respawn_delay_large_count 8 "Player count per team for g_respawn_delay_large. <=0 values mean the minimum amount of players to have gameplay (typically 2 in FFA, 1 in teamplay)." -set g_respawn_delay_max 5 "number of seconds you can wait before you're forced to respawn (only effective with g_forced_respawn 1)" -set g_respawn_delay_forced 0 "enforce regular respawn delay (prevent gamemode specific respawn delays)" -set g_respawn_waves 0 "respawn in waves (every n seconds), intended to decrease overwhelming base attacks" - -// overtime -seta timelimit_overtime 2 "duration in minutes of one added overtime, added to the timelimit" -seta timelimit_overtimes 0 "how many overtimes to add at max" -seta timelimit_suddendeath 5 "number of minutes suddendeath mode lasts after all overtimes were added and still no winner was found" - -// common team values -set g_tdm 0 "Team Deathmatch: the team who kills their opponents most often wins" -set g_tdm_on_dm_maps 0 "when this is set, all DM maps automatically support TDM" - -seta teamplay_mode 4 "default teamplay setting in team games. 1 = no friendly fire, self damage. 2 = friendly fire and self damage enabled. 3 = no friendly fire, but self damage enabled. 4 = obey the cvars g_mirrordamage*, g_friendlyfire* and g_teamdamage*" -seta g_mirrordamage 0.7 "for teamplay_mode 4: mirror damage factor" -seta g_mirrordamage_virtual 1 "for teamplay_mode 4: do not actually apply mirror damage, just show graphics effect for it" -seta g_mirrordamage_onlyweapons 0 "for teamplay_mode 4: only apply mirror damage if the attack was from a weapon" -seta g_friendlyfire 0.5 "for teamplay_mode 4: friendly fire factor" -seta g_friendlyfire_virtual 1 "for teamplay_mode 4: do not actually apply friendly fire, just show graphics effect for it" -seta g_friendlyfire_virtual_force 1 "for teamplay_mode 4: apply force even though damage was made virtual only" -seta g_teamdamage_threshold 40 "for teamplay_mode 4: threshold over which to apply mirror damage" -seta g_teamdamage_resetspeed 20 "for teamplay_mode 4: how fast player's teamdamage count decreases" - -seta g_balance_teams 1 "automatically balance out players entering instead of asking them for their preferred team" -seta g_balance_teams_prevent_imbalance 1 "prevent players from changing to larger teams" -set g_balance_teams_scorefactor 0.25 "at the end of the game, take score into account instead of team size by this amount (beware: values over 0.5 mean that a x:0 score imbalance will cause ALL new players to prefer the losing team at the end, despite numbers)" -set g_changeteam_banned 0 "not allowed to change team" -set g_changeteam_fragtransfer 0 "% of frags you get to keep when you change teams (rounded down)" - -set sv_teamnagger 1 "enable a nag message when the teams are unbalanced" - -set g_bloodloss 0 "amount of health below which blood loss occurs" - -set g_footsteps 1 "serverside footstep sounds" - set g_throughfloor_debug 0 "enable debugging messages for throughfloor calculations" set g_throughfloor_damage_max_stddev 2 "Maximum standard deviation for splash damage" set g_throughfloor_force_max_stddev 10 "Maximum standard deviation for splash force" diff --git a/qcsrc/client/autocvars.qh b/qcsrc/client/autocvars.qh index 34efcb4b1..c9e3f1674 100644 --- a/qcsrc/client/autocvars.qh +++ b/qcsrc/client/autocvars.qh @@ -152,7 +152,7 @@ float autocvar_crosshair_ring_reload_size; float autocvar_crosshair_size; int autocvar_ekg; float autocvar_fov; -float autocvar_g_balance_damagepush_speedfactor; +float autocvar_g_balance_damagepush_speedfactor; // FIXME check this bool autocvar_hud_cursormode = true; float autocvar_hud_colorflash_alpha; bool autocvar_hud_configure_checkcollisions; @@ -441,7 +441,7 @@ int autocvar__cl_playerskin; string autocvar__cl_playermodel; float autocvar_cl_deathglow; bool autocvar_developer_csqcentities; -float autocvar_g_jetpack_attenuation; +float autocvar_g_jetpack_attenuation; // FIXME check this bool autocvar_cl_showspectators; int autocvar_cl_nade_timer; bool autocvar_r_drawviewmodel; diff --git a/qcsrc/server/autocvars.qh b/qcsrc/server/autocvars.qh index 0c2c1ed4f..6d43df905 100644 --- a/qcsrc/server/autocvars.qh +++ b/qcsrc/server/autocvars.qh @@ -267,7 +267,7 @@ string autocvar_nextmap; string autocvar_quit_and_redirect; float autocvar_quit_and_redirect_timer; bool autocvar_quit_when_empty; -float autocvar_r_showbboxes; +float autocvar_r_showbboxes; // FIXME check this int autocvar_rescan_pending; bool autocvar_samelevel; string autocvar_sessionid;