From: otta8634 Date: Mon, 9 Dec 2024 14:38:24 +0000 (+0800) Subject: Run qcsrc/tools/cvar-standardize.sh script X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=90dc3ba54eaf51baacf374ec0ea78ad22f250d9e;p=xonotic%2Fxonotic-data.pk3dir.git Run qcsrc/tools/cvar-standardize.sh script I pity whoever reviews this MR --- diff --git a/_hud_common.cfg b/_hud_common.cfg index 0c01d43d2..4266918ce 100644 --- a/_hud_common.cfg +++ b/_hud_common.cfg @@ -20,7 +20,7 @@ seta hud_colorset_kill_2 "3" "similar to above, but less important, OR a highlig seta hud_colorset_kill_3 "4" "'good' or 'beneficial' text (you fragging someone, etc.)" seta hud_colorset_background "7" "neutral/unimportant text" -seta hud_speed_unit "1" "speed unit; 1 = qu/s, 2 = m/s, 3 = km/h, 4 = mph, 5 = knots" +seta hud_speed_unit "1" "speed unit; \"1\" = qu/s, \"2\" = m/s, \"3\" = km/h, \"4\" = mph, \"5\" = knots" // general HUD panel cvars (i.e. shouldn't be adjusted by a skin config) seta hud_panel_weapons 1 "enable this panel" @@ -29,29 +29,29 @@ seta hud_panel_powerups 1 "enable this panel" seta hud_panel_healtharmor 1 "enable this panel" seta hud_panel_notify 1 "enable this panel" seta hud_panel_timer 1 "enable this panel" -seta hud_panel_radar 1 "enable this panel, 2 = also enable in non-teambased game modes" +seta hud_panel_radar 1 "enable this panel, \"2\" = also enable in non-teambased game modes" seta hud_panel_score 1 "enable this panel" seta hud_panel_racetimer 1 "enable this panel" seta hud_panel_vote 1 "enable this panel" seta hud_panel_modicons 1 "enable this panel" -seta hud_panel_pressedkeys 1 "enable this panel, 1 = show only when spectating other players, 2 = show always" +seta hud_panel_pressedkeys 1 "enable this panel, \"1\" = show only when spectating other players, \"2\" = show always" seta hud_panel_chat 1 "enable this panel" seta hud_panel_engineinfo 0 "enable this panel" seta hud_panel_infomessages 1 "enable this panel" -seta hud_panel_physics 3 "enable this panel, 1 = show if not observing, 2 = show always, 3 = show only in Race/CTS if not observing" +seta hud_panel_physics 3 "enable this panel, \"1\" = show if not observing, \"2\" = show always, \"3\" = show only in Race/CTS if not observing" seta hud_panel_centerprint 1 "enable this panel" //seta hud_panel_minigameboard 1 "enable this panel" //seta hud_panel_minigamestatus 1 "enable this panel" //seta hud_panel_minigamehelp 1 "enable this panel" //seta hud_panel_minigamemenu 0 "enable this panel" //seta hud_panel_mapvote 1 "enable this panel" -seta hud_panel_itemstime 2 "enable this panel, 1 = show when spectating, 2 = even playing in warmup-stage" +seta hud_panel_itemstime 2 "enable this panel, \"1\" = show when spectating, \"2\" = even playing in warmup-stage" //seta hud_panel_quickmenu 1 "enable this panel" //seta hud_panel_scoreboard 1 "enable this panel" seta hud_panel_scoreboard_accuracy 1 "show weapon accuracy stats panel in the scoreboard; colors can be configured with accuracy_color* cvars" seta hud_panel_scoreboard_ctf_leaderboard 1 "show a capture time rankings leaderboard in the scoreboard if allowed by the server" seta hud_panel_scoreboard_itemstats 1 "show item stats panel in the scoreboard" -seta hud_panel_strafehud 3 "enable this panel, 1 = show if not observing, 2 = show always, 3 = show only in Race/CTS if not observing" +seta hud_panel_strafehud 3 "enable this panel, \"1\" = show if not observing, \"2\" = show always, \"3\" = show only in Race/CTS if not observing" seta hud_panel_pickup 1 "enable this panel" seta hud_panel_weapons_dynamichud 1 "apply the dynamic HUD effects to this panel" @@ -81,7 +81,7 @@ seta hud_panel_weapons_ammo_full_cells 180 "show 100% of the status bar at this seta hud_panel_weapons_ammo_full_rockets 160 "show 100% of the status bar at this ammo count" seta hud_panel_weapons_ammo_full_fuel 100 "show 100% of the status bar at this ammo count" seta hud_panel_weapons_hide_ondeath 0 "hide this panel when dead" -seta hud_panel_weapons_orderbyimpulse "1" "List weapons in their impulse order instead of priority" +seta hud_panel_weapons_orderbyimpulse "1" "list weapons in their impulse order instead of priority" seta hud_panel_ammo_maxammo "40" "when you have this much ammo, the ammo status bar is full" seta hud_panel_ammo_hide_ondeath 0 "hide this panel when dead" @@ -97,7 +97,7 @@ seta hud_panel_healtharmor_progressbar_gfx_lowhealth 40 "health progress bar bli seta hud_panel_healtharmor_hide_ondeath 0 "hide this panel when dead" seta hud_panel_timer_increment "0" "show elapsed time instead of remaining time" -seta hud_panel_timer_secondary "1" "secondary timer; 0 = hide, 1 = show, 2 = show swapped" +seta hud_panel_timer_secondary "1" "secondary timer; \"0\" = hide, \"1\" = show, \"2\" = show swapped" seta hud_panel_timer_unbound "0" "show seconds leading up to the start of the match" seta hud_panel_engineinfo_framecounter_exponentialmovingaverage 1 "use an averaging method for calculating fps instead of counting frametime like engine does" @@ -139,10 +139,10 @@ seta hud_panel_scoreboard_maxheight 0.6 "max height of the scoreboard; a few pla seta hud_panel_scoreboard_others_showscore 1 "show scores of players listed in the last row when the scoreboard reaches the max height" seta hud_panel_scoreboard_spectators_showping 1 "show ping of spectators" seta hud_panel_scoreboard_spectators_aligned 0 "align spectators in columns" -seta hud_panel_scoreboard_spectators_position 1 "spectator list position; 0 = before accuracy and itemstats, 1 = before rankings, 2 = after rankings, 3 = after map stats" +seta hud_panel_scoreboard_spectators_position 1 "spectator list position; \"0\" = before accuracy and itemstats, \"1\" = before rankings, \"2\" = after rankings, \"3\" = after map stats" seta hud_panel_scoreboard_minwidth 0.6 "minimum width of the scoreboard" seta hud_panel_scoreboard_table_fieldtitle_maxwidth 0.07 "max width of a field title; if the title is longer it will be shown compressed" -seta hud_panel_scoreboard_team_size_position 0 "where to show the team size; will move team scores to the other side if necessary; 0 = do not show, 1 = left of scoreboard, 2 = right of scoreboard" +seta hud_panel_scoreboard_team_size_position 0 "where to show the team size; will move team scores to the other side if necessary; \"0\" = do not show, \"1\" = left of scoreboard, \"2\" = right of scoreboard" seta hud_panel_scoreboard_ping_best 0 "use best_color for this ping" seta hud_panel_scoreboard_ping_medium 70 "use medium_color for this ping" seta hud_panel_scoreboard_ping_high 100 "use high_color for this ping" @@ -160,7 +160,7 @@ seta hud_panel_scoreboard_accuracy_showdelay 2 "how long to delay displaying acc seta hud_panel_scoreboard_accuracy_showdelay_minpos 0.75 "delay displaying the accuracy panel only if its position is lower than this percentage of the screen height from the top" seta hud_panel_scoreboard_itemstats_filter 1 "filter out less interesting items (according to hud_panel_scoreboard_itemstats_filter_mask)" -seta hud_panel_scoreboard_itemstats_filter_mask 12 "format [0-1][0-4]; the tens digit filters out all ammo items if set to \"1\", the units digit filters out health/armor items, 1 = small, 2 = medium too, 3 = big too, 4 = mega too" +seta hud_panel_scoreboard_itemstats_filter_mask 12 "format [0-1][0-4]; the tens digit filters out all ammo items if set to \"1\", the units digit filters out health/armor items, \"1\" = small, \"2\" = medium too, \"3\" = big too, \"4\" = mega too" seta hud_panel_scoreboard_itemstats_showdelay 2.2 "how long to delay displaying item stats below the scoreboard if it's too far down" seta hud_panel_scoreboard_itemstats_showdelay_minpos 0.75 "delay displaying the item stats panel only if its position is lower than this percentage of the screen height from the top" @@ -170,8 +170,8 @@ seta hud_panel_strafehud_range "90" "the angle range up to 360 degrees displayed seta hud_panel_strafehud_range_sidestrafe "-1" "the angle range up to 360 degrees displayed on the StrafeHUD when side strafing, \"0\" = dynamic (chooses the minimum range required to still see the whole area needed for accelerating), \"-1\" = same as the normal range" seta hud_panel_strafehud_style "2" "\"0\" = no styling, \"1\" = progress bar style for the strafe bar, \"2\" = gradient for the strafe bar" seta hud_panel_strafehud_unit_show "1" "show units" -seta hud_panel_strafehud_uncapped "0" "remove some safety restrictions, useful to set thinner indicator lines down to 1px or for trying out higher values for some performance degrading operations (warning: elements may turn invisible if too thin, other configurations may crash your game or look horribly ugly)" -seta hud_panel_strafehud_onground_mode "2" "handling of landing at speeds where friction is higher than optimal acceleration; 0 = fill the whole HUD with overturn, 1 = show zones regardless, 2 = show the zones as if airborne (useful for quake2 and quake3 physics)" +seta hud_panel_strafehud_uncapped "0" "remove some safety restrictions, useful to set thinner indicator lines down to 1px or for trying out higher values for some performance degrading operations (WARNING: elements may turn invisible if too thin, other configurations may crash your game or look horribly ugly)" +seta hud_panel_strafehud_onground_mode "2" "handling of landing at speeds where friction is higher than optimal acceleration; \"0\" = fill the whole HUD with overturn, \"1\" = show zones regardless, \"2\" = show the zones as if airborne (useful for quake2 and quake3 physics)" seta hud_panel_strafehud_onground_friction "1" "account for friction in calculations" seta hud_panel_strafehud_bar_preaccel "1" "extend the acceleration zone by the strafe meter zone before full acceleration can be achieved" seta hud_panel_strafehud_bar_preaccel_color "0 1 0" "color of the strafe meter pre-acceleration zone" @@ -182,7 +182,7 @@ seta hud_panel_strafehud_bar_accel_color "0 1 0" "color of the strafe meter acce seta hud_panel_strafehud_bar_accel_alpha "0.5" "opacity of the strafe meter acceleration zone" seta hud_panel_strafehud_bar_overturn_color "1 0 1" "color of the strafe meter overturn zone" seta hud_panel_strafehud_bar_overturn_alpha "0.5" "opacity of the strafe meter overturn zone" -seta hud_panel_strafehud_angle_style "0" "set the angle indicator style; 0 = none, 1 = solid line, 2 = dashed line" +seta hud_panel_strafehud_angle_style "0" "set the angle indicator style; \"0\" = none, \"1\" = solid line, \"2\" = dashed line" seta hud_panel_strafehud_angle_dashes "4" "determines the amount of dashes if the angle indicator uses a dashed line" seta hud_panel_strafehud_angle_alpha "0.8" "opacity of the indicator showing the player's current angle" seta hud_panel_strafehud_angle_height "1" "height of the indicator showing the player's current angle (relative to the panel height)" @@ -191,22 +191,22 @@ seta hud_panel_strafehud_angle_preaccel_color "0 1 1" "color of the indicator sh seta hud_panel_strafehud_angle_neutral_color "1 1 0" "color of the indicator showing the player's current angle if it is within the neutral zone" seta hud_panel_strafehud_angle_accel_color "0 1 1" "color of the indicator showing the player's current angle if it is within the acceleration zone" seta hud_panel_strafehud_angle_overturn_color "1 0 1" "color of the indicator showing the player's current angle if it is within the overturn zone" -seta hud_panel_strafehud_angle_arrow "1" "set the angle indicator's arrow style; 0 = none, 1 = top, 2 = bottom, 3 = both" +seta hud_panel_strafehud_angle_arrow "1" "set the angle indicator's arrow style; \"0\" = none, \"1\" = top, \"2\" = bottom, \"3\" = both" seta hud_panel_strafehud_angle_arrow_size "0.5" "size of the arrow (relative to the panel height)" -seta hud_panel_strafehud_bestangle "1" "1 = enable a ghost angle indicator showing the best angle to gain maximum acceleration, 2 = only when side strafing" +seta hud_panel_strafehud_bestangle "1" "\"1\" = enable a ghost angle indicator showing the best angle to gain maximum acceleration, \"2\" = only when side strafing" seta hud_panel_strafehud_bestangle_color "1 1 1" "color of the indicator showing the best angle to gain maximum acceleration" seta hud_panel_strafehud_bestangle_alpha "0.5" "opacity of the indicator showing the best angle to gain maximum acceleration" -seta hud_panel_strafehud_switch "1" "1 = enable the switch indicator showing the angle to move to when switching sides, 2 = show the normal switch indicators when W-turning, 3 = also while side strafing" +seta hud_panel_strafehud_switch "1" "\"1\" = enable the switch indicator showing the angle to move to when switching sides, \"2\" = show the normal switch indicators when W-turning, \"3\" = also while side strafing" seta hud_panel_strafehud_switch_minspeed "-1" "minimum speed in qu/s at which switch indicator(s) which are used to aid changing strafe direction will be shown; \"-1\" = dynamic" seta hud_panel_strafehud_switch_color "1 1 0" "color of the switch indicator" seta hud_panel_strafehud_switch_alpha "1" "opacity of the switch indicator" seta hud_panel_strafehud_switch_width "0.003" "width of the strafe angle indicator(s) (relative to the strafe bar width)" -seta hud_panel_strafehud_wturn "1" "enable W-turn indicators showing the angle to rotate your velocity as fast as possible; 1 = only if W-turning, 2 = also while strafing normally, 3 = also while side strafing" +seta hud_panel_strafehud_wturn "1" "enable W-turn indicators showing the angle to rotate your velocity as fast as possible; \"1\" = only if W-turning, \"2\" = also while strafing normally, \"3\" = also while side strafing" seta hud_panel_strafehud_wturn_color "0 1 1" "color of the W-turn indicators" seta hud_panel_strafehud_wturn_alpha "1" "opacity of the W-turn indicators" seta hud_panel_strafehud_wturn_width "0.003" "width of the W-turn indicators (relative to the strafe bar width)" -seta hud_panel_strafehud_wturn_proper "0" "use the proper formula to calculate W-turn indicators (warning: loses accuracy at high speeds)" -seta hud_panel_strafehud_wturn_unrestricted "0" "enable W-turn indicators even when W-turning gives acceleration (warning: not completely accurate)" +seta hud_panel_strafehud_wturn_proper "0" "use the proper formula to calculate W-turn indicators (WARNING: loses accuracy at high speeds)" +seta hud_panel_strafehud_wturn_unrestricted "0" "enable W-turn indicators even when W-turning gives acceleration (WARNING: not completely accurate)" seta hud_panel_strafehud_direction "0" "enable direction caps to see in which direction you are currently strafing" seta hud_panel_strafehud_direction_color "0 0.5 1" "color of the direction caps which indicate the direction the player is currently strafing towards" seta hud_panel_strafehud_direction_alpha "1" "opacity of the direction caps which indicate the direction the player is currently strafing towards" @@ -252,15 +252,15 @@ seta hud_dynamic_shake_damage_max 130 "damage value at which the HUD shake effec seta hud_dynamic_shake_damage_min 10 "damage value at which the HUD shake effect is minimum" seta hud_dynamic_shake_scale 0.2 "HUD shake scale" -seta hud_showbinds 1 "what to show in the HUD to indicate certain keys to press; 0 = display commands, 1 = bound keys, 2 = both" +seta hud_showbinds 1 "what to show in the HUD to indicate certain keys to press; \"0\" = display commands, \"1\" = bound keys, \"2\" = both" seta hud_showbinds_limit 2 "maximum number of bound keys to show for a command; \"0\" = unlimited" set _hud_showbinds_reload 0 "set to \"1\" to reload binds if you changed any. it is reset to \"0\" automatically" seta hud_colorflash_alpha 0.5 "starting alpha of the color flash" seta hud_damage 0.55 "draw a blood image when hurt (improved version of gl_polyblend)" -seta hud_damage_blur 0 "Use postprocessing to blur the screen when you have taken damage. This can be paired with current HUD damage or just used alone. Higher values mean more blur" -seta hud_damage_blur_alpha 0.5 "Amount of alpha to use when merging the blurred layers back into the render. Turning this up higher will remove bloom, so it's best to find a balance" +seta hud_damage_blur 0 "use postprocessing to blur the screen when you have taken damage. this can be paired with current HUD damage or just used alone. higher values mean more blur" +seta hud_damage_blur_alpha 0.5 "amount of alpha to use when merging the blurred layers back into the render. turning this up higher will remove bloom, so it's best to find a balance" seta hud_damage_gentle_alpha_multiplier 0.10 "how much to multiply alpha of flash when using the cl_gentle version, it's much more opaque than the non-gentle version" seta hud_damage_gentle_color "1 0.7 1" "color of flash for cl_gentle version" seta hud_damage_color "1 0 0" "color of flash" @@ -280,9 +280,9 @@ seta hud_postprocessing_maxbluralpha 0 "maximum alpha which the blur postprocess seta hud_postprocessing_maxblurradius 8 "maximum radius which the blur postprocess can be" seta hud_contents 1 "an improved version of gl_polyblend for liquids such as water/lava/slime, draw a filler when inside the liquid" -seta hud_contents_blur 10 "Use postprocessing to blur the screen when you are inside a liquid. Higher values mean more blur" -seta hud_contents_blur_alpha 0.5 "Amount of alpha to use when merging the blurred layers back into the render. Turning this up higher will remove bloom, so it's best to find a balance" -seta hud_contents_factor 1 "factor at which to multiply the current faded value." +seta hud_contents_blur 10 "use postprocessing to blur the screen when you are inside a liquid. higher values mean more blur" +seta hud_contents_blur_alpha 0.5 "amount of alpha to use when merging the blurred layers back into the render. turning this up higher will remove bloom, so it's best to find a balance" +seta hud_contents_factor 1 "factor at which to multiply the current faded value" seta hud_contents_fadeintime 0.02 "factor of time it takes for the alpha level to reach normal value when entering the liquid" seta hud_contents_fadeouttime 0.1 "factor of time it takes for the alpha level to reach normal value when leaving the liquid" seta hud_contents_lava_alpha 0.7 "alpha of the lava" @@ -300,10 +300,10 @@ seta hud_shownames_crosshairdistance_antioverlap 0 "allow antioverlap to work as seta hud_shownames_self 0 "also include your own name to be shown when third person camera mode is on (chase_active/cl_eventchase)" seta hud_shownames_status 1 "draw health/armor status of teammates" seta hud_shownames_statusbar_height 4 "height of nametag status bar" -seta hud_shownames_statusbar_highlight 1 "Always highlight values of health and armor from 0 to half status bar" +seta hud_shownames_statusbar_highlight 1 "always highlight values of health and armor from 0 to half status bar" seta hud_shownames_aspect 8 "aspect ratio of total drawing area per name" seta hud_shownames_fontsize 12 "nametag font size" -seta hud_shownames_decolorize 1 "1 = decolorize name in team games, 2 = decolorize always" +seta hud_shownames_decolorize 1 "\"1\" = decolorize name in team games, \"2\" = decolorize always" seta hud_shownames_alpha 0.7 "nametag alpha" seta hud_shownames_resize 1 "enable resizing of the names, then the size cvars will correspond to the maximum size" seta hud_shownames_mindistance 1000 "start fading nametag alpha/size at this distance" @@ -312,7 +312,7 @@ seta hud_shownames_antioverlap 1 "if two tags overlap, fade out the one further seta hud_shownames_antioverlap_minalpha 0.4 "fade out overlapping tags to this alpha value" seta hud_shownames_offset 52 "offset (along the Z-axis) tag from player origin by this many units" -seta hud_panel_pickup_showtimer 1 "0 = hide timer, 1 = show timer, 2 = only when spectating" +seta hud_panel_pickup_showtimer 1 "\"0\" = hide timer, \"1\" = show timer, \"2\" = only when spectating" seta hud_panel_pickup_iconsize 1.5 "icon size scale" seta hud_panel_pickup_time 3 "pickup message duration (can't be higher than 5)" seta hud_panel_pickup_fade_out 0.15 "how long a pickup message takes to fade out (this time is included in the message duration)" diff --git a/_hud_descriptions.cfg b/_hud_descriptions.cfg index 881a64cfb..5432875e4 100644 --- a/_hud_descriptions.cfg +++ b/_hud_descriptions.cfg @@ -1,9 +1,9 @@ // this is a dummy skin that contains only the cvar descriptions, so that we can leave them out from the real skin files themselves. // please add any new cvars into this file, with null string values seta hud_skin "" "skin folder where to look for images" -seta hud_panel_bg "" "default background for the panels, file must exist in gfx/hud/[skin name]/; 0 = disable background by default" +seta hud_panel_bg "" "default background for the panels, file must exist in gfx/hud/[skin name]/; \"0\" = disable background by default" seta hud_panel_bg_color "" "default background color for the panels, accepts \"shirt\" and \"pants\"" -seta hud_panel_bg_color_team "" "default setting for overriding panel color with team color in team games; 0.5 = less saturated" +seta hud_panel_bg_color_team "" "default setting for overriding panel color with team color in team games; \"0.5\" = less saturated" seta hud_panel_bg_alpha "" "default alpha of the background" seta hud_panel_bg_border "" "default border size for the panels" seta hud_panel_bg_padding "" "default padding of contents from the border" @@ -54,12 +54,12 @@ seta hud_panel_weapons_complainbubble_color_unavailable "" "color of the complai seta hud_panel_weapons_ammo_color "" "color of status bar" seta hud_panel_weapons_ammo_alpha "" "alpha of status bar" seta hud_panel_weapons_timeout "" "panel disappears if you don't switch weapon for this amount of seconds" -seta hud_panel_weapons_timeout_effect "" "disappearance effect; 0 = no effect, 1 = panel fades out, 2 = panel moves off the screen, 3 = combination of 1 and 2" +seta hud_panel_weapons_timeout_effect "" "disappearance effect; \"0\" = no effect, \"1\" = panel fades out, \"2\" = panel moves off the screen, \"3\" = combination of 1 and 2" seta hud_panel_weapons_timeout_fadebgmin "" "minimum alpha of the panel background while in effect mode 1" seta hud_panel_weapons_timeout_fadefgmin "" "minimum alpha of the panel foreground while in effect mode 1" seta hud_panel_weapons_timeout_speed_in "" "speed that fading/moving onto the screen occurs" seta hud_panel_weapons_timeout_speed_out "" "speed that fading/moving off of the screen occurs" -seta hud_panel_weapons_label "" "1 = show number of weapon, 2 = show bound key of weapon, 3 = show name of weapon" +seta hud_panel_weapons_label "" "\"1\" = show number of weapon, \"2\" = show bound key of weapon, \"3\" = show name of weapon" seta hud_panel_weapons_label_scale "" "scale of the weapon text label" seta hud_panel_weapons_accuracy "" "show accuracy color as the weapon icon background; colors can be configured with accuracy_color* cvars" seta hud_panel_weapons_ammo "" "show ammo as a status bar" @@ -67,14 +67,14 @@ seta hud_panel_weapons_onlyowned "" "show only owned weapons, set to \"2\" to sh seta hud_panel_weapons_noncurrent_alpha "" "alpha of noncurrent weapons" seta hud_panel_weapons_noncurrent_scale "" "scale of noncurrent weapons, relative to the current weapon" seta hud_panel_weapons_selection_radius "" "number of weapons that get partially highlighted on each side of the currently selected weapon" -seta hud_panel_weapons_selection_speed "" "weapon selection speed; 0 = instant" +seta hud_panel_weapons_selection_speed "" "weapon selection speed; \"0\" = instant" seta hud_panel_ammo_pos "" "position of this panel" seta hud_panel_ammo_size "" "size of this panel" -seta hud_panel_ammo_onlycurrent "" "1 = show only current ammo type" +seta hud_panel_ammo_onlycurrent "" "\"1\" = show only current ammo type" seta hud_panel_ammo_noncurrent_alpha "" "alpha of noncurrent ammo types" seta hud_panel_ammo_noncurrent_scale "" "scale of noncurrent ammo types, relative to the current ammo type" -seta hud_panel_ammo_iconalign "" "0 = align icons to the left, 1 = align icons to the right" +seta hud_panel_ammo_iconalign "" "\"0\" = align icons to the left, \"1\" = align icons to the right" seta hud_panel_ammo_bg "" "if set to something else than \"\" = override default background" seta hud_panel_ammo_bg_color "" "if set to something else than \"\" = override default panel background color" seta hud_panel_ammo_bg_color_team "" "override panel color with team color in team based games" @@ -88,8 +88,8 @@ seta hud_panel_ammo_text "" "show text/icons in the ammo panel" seta hud_panel_powerups_pos "" "position of this panel" seta hud_panel_powerups_size "" "size of this panel" -seta hud_panel_powerups_baralign "" "0 = align bars to the left, 1 = align bars to the right, 2 = align only left bar to the right, 3 = align only right bar to the right" -seta hud_panel_powerups_iconalign "" "0 = align icons to the left, 1 = align icons to the right, 2 = align only left icon to the right, 3 = align only right icon to the right" +seta hud_panel_powerups_baralign "" "\"0\" = align bars to the left, \"1\" = align bars to the right, \"2\" = align only left bar to the right, \"3\" = align only right bar to the right" +seta hud_panel_powerups_iconalign "" "\"0\" = align icons to the left, \"1\" = align icons to the right, \"2\" = align only left icon to the right, \"3\" = align only right icon to the right" seta hud_panel_powerups_bg "" "if set to something else than \"\" = override default background" seta hud_panel_powerups_bg_color "" "if set to something else than \"\" = override default panel background color" seta hud_panel_powerups_bg_color_team "" "override panel color with team color in team based games" @@ -103,8 +103,8 @@ seta hud_panel_healtharmor_pos "" "position of this panel" seta hud_panel_healtharmor_size "" "size of this panel" seta hud_panel_healtharmor_combined "" "combined health/armor display" seta hud_panel_healtharmor_flip "" "flip health/armor positions" -seta hud_panel_healtharmor_baralign "" "0 = align bars to the left, 1 = align bars to the right, 2 = align only left bar to the right, 3 = align only right bar to the right" -seta hud_panel_healtharmor_iconalign "" "0 = align icons to the left, 1 = align icons to the right, 2 = align only left icon to the right, 3 = align only right icon to the right" +seta hud_panel_healtharmor_baralign "" "\"0\" = align bars to the left, \"1\" = align bars to the right, \"2\" = align only left bar to the right, \"3\" = align only right bar to the right" +seta hud_panel_healtharmor_iconalign "" "\"0\" = align icons to the left, \"1\" = align icons to the right, \"2\" = align only left icon to the right, \"3\" = align only right icon to the right" seta hud_panel_healtharmor_bg "" "if set to something else than \"\" = override default background" seta hud_panel_healtharmor_bg_color "" "if set to something else than \"\" = override default panel background color" seta hud_panel_healtharmor_bg_color_team "" "override panel color with team color in team based games" @@ -116,7 +116,7 @@ seta hud_panel_healtharmor_progressbar "" "enable progress bar in panel" seta hud_panel_healtharmor_progressbar_health "" "progress bar image for health" seta hud_panel_healtharmor_progressbar_armor "" "progress bar image for armor" seta hud_panel_healtharmor_progressbar_gfx "" "enable graphic effects on the progress bars" -seta hud_panel_healtharmor_progressbar_gfx_smooth "" "smooth changes of the progress bar when health/armor change at least by this amount; 0 = disables the effect" +seta hud_panel_healtharmor_progressbar_gfx_smooth "" "smooth changes of the progress bar when health/armor change at least by this amount; \"0\" = disables the effect" seta hud_panel_notify_pos "" "position of this base of the panel" seta hud_panel_notify_size "" "size of this panel with all notifications on" @@ -150,13 +150,13 @@ seta hud_panel_radar_bg_alpha "" "if set to something else than \"\" = override seta hud_panel_radar_bg_border "" "if set to something else than \"\" = override default size of border around the background" seta hud_panel_radar_bg_padding "" "if set to something else than \"\" = override default padding of contents from border" seta hud_panel_radar_foreground_alpha "" "alpha of the map" -seta hud_panel_radar_rotation "" "rotation mode, you set what points up; 0 = player, 1 = west, 2 = south, 3 = east, 4 = north" -seta hud_panel_radar_zoommode "" "zoom mode; 0 = zoomed by default, 1 = zoomed when +zoom, 2 = always zoomed, 3 = always zoomed out" +seta hud_panel_radar_rotation "" "rotation mode, you set what points up; \"0\" = player, \"1\" = west, \"2\" = south, \"3\" = east, \"4\" = north" +seta hud_panel_radar_zoommode "" "zoom mode; \"0\" = zoomed by default, \"1\" = zoomed when +zoom, \"2\" = always zoomed, \"3\" = always zoomed out" seta hud_panel_radar_scale "" "distance you can see on the team radar" seta hud_panel_radar_maximized_scale "" "distance you can see on the radar when maximized" seta hud_panel_radar_maximized_size "" "size of the radar when maximized" -seta hud_panel_radar_maximized_rotation "" "rotation mode, you set what points up; 0 = player, 1 = west, 2 = south, 3 = east, 4 = north" -seta hud_panel_radar_maximized_zoommode "" "zoom mode; 0 = zoomed by default, 1 = zoomed when +zoom, 2 = always zoomed, 3 = always zoomed out" +seta hud_panel_radar_maximized_rotation "" "rotation mode, you set what points up; \"0\" = player, \"1\" = west, \"2\" = south, \"3\" = east, \"4\" = north" +seta hud_panel_radar_maximized_zoommode "" "zoom mode; \"0\" = zoomed by default, \"1\" = zoomed when +zoom, \"2\" = always zoomed, \"3\" = always zoomed out" seta hud_panel_score_pos "" "position of this base of the panel" seta hud_panel_score_size "" "size of this panel" @@ -166,7 +166,7 @@ seta hud_panel_score_bg_color_team "" "override panel color with team color in t seta hud_panel_score_bg_alpha "" "if set to something else than \"\" = override default panel background alpha" seta hud_panel_score_bg_border "" "if set to something else than \"\" = override default size of border around the background" seta hud_panel_score_bg_padding "" "if set to something else than \"\" = override default padding of contents from border" -seta hud_panel_score_rankings "" "show rankings; 1 = always show my own score, 2 = pure rankings" +seta hud_panel_score_rankings "" "show rankings; \"1\" = always show my own score, \"2\" = pure rankings" seta hud_panel_racetimer_pos "" "position of this base of the panel" seta hud_panel_racetimer_size "" "size of this panel" @@ -195,9 +195,9 @@ seta hud_panel_modicons_bg_color_team "" "override panel color with team color i seta hud_panel_modicons_bg_alpha "" "if set to something else than \"\" = override default panel background alpha" seta hud_panel_modicons_bg_border "" "if set to something else than \"\" = override default size of border around the background" seta hud_panel_modicons_bg_padding "" "if set to something else than \"\" = override default padding of contents from border" -seta hud_panel_modicons_ca_layout "" "2 possible layouts, active in Clan Arena; 0 = number of alive players, 1 = icons and number of alive players" -seta hud_panel_modicons_dom_layout "" "3 possible layouts, active in Domination; 0 = only icons, 1 = icons and percentage of average pps (points per second), 2 = icons and average pps" -seta hud_panel_modicons_freezetag_layout "" "2 possible layouts, active in Freeze Tag; 0 = number of alive players, 1 = icons and number of alive players" +seta hud_panel_modicons_ca_layout "" "2 possible layouts, active in Clan Arena; \"0\" = number of alive players, \"1\" = icons and number of alive players" +seta hud_panel_modicons_dom_layout "" "3 possible layouts, active in Domination; \"0\" = only icons, \"1\" = icons and percentage of average pps (points per second), \"2\" = icons and average pps" +seta hud_panel_modicons_freezetag_layout "" "2 possible layouts, active in Freeze Tag; \"0\" = number of alive players, \"1\" = icons and number of alive players" seta hud_panel_pressedkeys_pos "" "position of this base of the panel" seta hud_panel_pressedkeys_size "" "size of this panel" @@ -246,15 +246,15 @@ seta hud_panel_physics_bg_color_team "" "override panel color with team color in seta hud_panel_physics_bg_alpha "" "if set to something else than \"\" = override default panel background alpha" seta hud_panel_physics_bg_border "" "if set to something else than \"\" = override default size of border around the background" seta hud_panel_physics_bg_padding "" "if set to something else than \"\" = override default padding of contents from border" -seta hud_panel_physics_baralign "" "0 = align bars to the left, 1 = align bars to the right, 2 = align only left bar to the right, 3 = align only right bar to the right, 4 = align bars to the center" +seta hud_panel_physics_baralign "" "\"0\" = align bars to the left, \"1\" = align bars to the right, \"2\" = align only left bar to the right, \"3\" = align only right bar to the right, \"4\" = align bars to the center" seta hud_panel_physics_flip "" "flip speed/acceleration positions" -seta hud_panel_physics_progressbar "" "enable progress bar in panel; 2 = only for speed, 3 = only for acceleration" +seta hud_panel_physics_progressbar "" "enable progress bar in panel; \"2\" = only for speed, \"3\" = only for acceleration" seta hud_panel_physics_acceleration_max "" "acceleration progress bar gets completely filled up by this value (in g)" -seta hud_panel_physics_acceleration_progressbar_mode "" "0 = progress bar increases from the center to the right if the acceleration is positive, to the left if it's negative, 1 = progress bar increases from the border in the same direction for both positive and negative accelerations" +seta hud_panel_physics_acceleration_progressbar_mode "" "\"0\" = progress bar increases from the center to the right if the acceleration is positive, to the left if it's negative, \"1\" = progress bar increases from the border in the same direction for both positive and negative accelerations" seta hud_panel_physics_acceleration_progressbar_scale "" "multiply acceleration progress bar values by this factor (allow progress bar to go out of panel bounds)" seta hud_panel_physics_acceleration_progressbar_nonlinear "" "use a non linear function to display acceleration progress bar values (amplify more smaller values)" seta hud_panel_physics_acceleration_vertical "" "include the acceleration on the Z-axis" -seta hud_panel_physics_text "" "show text in panel; 2 = only for speed, 3 = only for acceleration" +seta hud_panel_physics_text "" "show text in panel; \"2\" = only for speed, \"3\" = only for acceleration" seta hud_panel_physics_text_scale "" "scale text height by this factor" seta hud_panel_physics_speed_unit_show "" "also show speed unit" seta hud_panel_physics_speed_max "" "speed progress bar gets filled up completely by this value (in qu/s)" @@ -270,7 +270,7 @@ seta hud_panel_centerprint_bg_color_team "" "override panel color with team colo seta hud_panel_centerprint_bg_alpha "" "if set to something else than \"\" = override default panel background alpha" seta hud_panel_centerprint_bg_border "" "if set to something else than \"\" = override default size of border around the background" seta hud_panel_centerprint_bg_padding "" "if set to something else than \"\" = override default padding of contents from border" -seta hud_panel_centerprint_align "" "text alignment; 0 = left, 0.5 = center, 1 = right" +seta hud_panel_centerprint_align "" "text alignment; \"0\" = left, \"0.5\" = center, \"1\" = right" seta hud_panel_centerprint_flip "" "invert messages order" seta hud_panel_centerprint_fontscale "" "scale the text font by this amount" seta hud_panel_centerprint_fontscale_bold "" "scale the bold text font by this amount" @@ -330,7 +330,7 @@ seta hud_panel_itemstime_bg_color_team "" "override panel color with team color seta hud_panel_itemstime_bg_alpha "" "if set to something else than \"\" = override default panel background alpha" seta hud_panel_itemstime_bg_border "" "if set to something else than \"\" = override default size of border around the background" seta hud_panel_itemstime_bg_padding "" "if set to something else than \"\" = override default padding of contents from border" -seta hud_panel_itemstime_iconalign "" "0 = align icons to the left, 1 = align icons to the right" +seta hud_panel_itemstime_iconalign "" "\"0\" = align icons to the left, \"1\" = align icons to the right" seta hud_panel_itemstime_progressbar "" "use progress bar behind icons" seta hud_panel_itemstime_progressbar_name "" "name of progress bar to use behind icons" seta hud_panel_itemstime_progressbar_reduced "" "progress bar is displayed only in the text field" @@ -346,7 +346,7 @@ seta hud_panel_quickmenu_bg_color_team "" "override panel color with team color seta hud_panel_quickmenu_bg_alpha "" "if set to something else than \"\" = override default panel background alpha" seta hud_panel_quickmenu_bg_border "" "if set to something else than \"\" = override default size of border around the background" seta hud_panel_quickmenu_bg_padding "" "if set to something else than \"\" = override default padding of contents from border" -seta hud_panel_quickmenu_align "" "text alignment; 0 = left, 0.5 = center, 1 = right" +seta hud_panel_quickmenu_align "" "text alignment; \"0\" = left, \"0.5\" = center, \"1\" = right" seta hud_panel_scoreboard_pos "" "position of this base of the panel" seta hud_panel_scoreboard_size "" "size of this panel" @@ -356,8 +356,8 @@ seta hud_panel_scoreboard_bg_color_team "" "override panel color with team color seta hud_panel_scoreboard_bg_alpha "" "if set to something else than \"\" = override default panel background alpha" seta hud_panel_scoreboard_bg_border "" "if set to something else than \"\" = override default size of border around the background" seta hud_panel_scoreboard_bg_padding "" "if set to something else than \"\" = override default padding of contents from border" -seta hud_panel_scoreboard_fadeinspeed "" "speed at which scoreboard fades in, higher is faster; 0 = instant" -seta hud_panel_scoreboard_fadeoutspeed "" "speed at which scoreboard fades out, higher is faster; 0 = instant" +seta hud_panel_scoreboard_fadeinspeed "" "speed at which scoreboard fades in, higher is faster; \"0\" = instant" +seta hud_panel_scoreboard_fadeoutspeed "" "speed at which scoreboard fades out, higher is faster; \"0\" = instant" seta hud_panel_scoreboard_respawntime_decimals "" "decimal places to show for the respawntime countdown display on the scoreboard" seta hud_panel_scoreboard_table_bg_alpha "" "background alpha of a scoreboard table" seta hud_panel_scoreboard_table_bg_scale "" "scale for the tiled scoreboard background" diff --git a/balance-mario.cfg b/balance-mario.cfg index 10e9dcb85..a9505e07f 100644 --- a/balance-mario.cfg +++ b/balance-mario.cfg @@ -248,7 +248,7 @@ set g_balance_superweapons_time 30 // {{{ jetpack/hook set g_jetpack_antigravity 0.8 "factor of gravity compensation of the Jetpack" set g_jetpack_acceleration_side 1200 "acceleration of the Jetpack in the XY direction" -set g_jetpack_acceleration_up 600 "acceleration of the Jetpack in the Z direction (note: you have to factor in gravity here, if antigravity is not \"1\")" +set g_jetpack_acceleration_up 600 "acceleration of the Jetpack in the Z direction (NOTE: you have to factor in gravity here, if antigravity is not \"1\")" set g_jetpack_maxspeed_side 1200 "max speed of the Jetpack in the XY direction" set g_jetpack_maxspeed_up 600 "max speed of the Jetpack in the Z direction" set g_jetpack_fuel 8 "fuel per second for Jetpack" diff --git a/balance-nexuiz25.cfg b/balance-nexuiz25.cfg index c8fb2734b..a93086d1d 100644 --- a/balance-nexuiz25.cfg +++ b/balance-nexuiz25.cfg @@ -248,7 +248,7 @@ set g_balance_superweapons_time 30 // {{{ jetpack/hook set g_jetpack_antigravity 0.8 "factor of gravity compensation of the Jetpack" set g_jetpack_acceleration_side 1200 "acceleration of the Jetpack in the XY direction" -set g_jetpack_acceleration_up 600 "acceleration of the Jetpack in the Z direction (note: you have to factor in gravity here, if antigravity is not \"1\")" +set g_jetpack_acceleration_up 600 "acceleration of the Jetpack in the Z direction (NOTE: you have to factor in gravity here, if antigravity is not \"1\")" set g_jetpack_maxspeed_side 1500 "max speed of the Jetpack in the XY direction" set g_jetpack_maxspeed_up 600 "max speed of the Jetpack in the Z direction" set g_jetpack_fuel 8 "fuel per second for Jetpack" diff --git a/balance-overkill.cfg b/balance-overkill.cfg index fcbb84f58..7150399b7 100644 --- a/balance-overkill.cfg +++ b/balance-overkill.cfg @@ -248,7 +248,7 @@ set g_balance_superweapons_time 30 // {{{ jetpack/hook set g_jetpack_antigravity 0.8 "factor of gravity compensation of the Jetpack" set g_jetpack_acceleration_side 1200 "acceleration of the Jetpack in the XY direction" -set g_jetpack_acceleration_up 600 "acceleration of the Jetpack in the Z direction (note: you have to factor in gravity here, if antigravity is not \"1\")" +set g_jetpack_acceleration_up 600 "acceleration of the Jetpack in the Z direction (NOTE: you have to factor in gravity here, if antigravity is not \"1\")" set g_jetpack_maxspeed_side 1200 "max speed of the Jetpack in the XY direction" set g_jetpack_maxspeed_up 600 "max speed of the Jetpack in the Z direction" set g_jetpack_fuel 8 "fuel per second for Jetpack" diff --git a/balance-samual.cfg b/balance-samual.cfg index a298d7635..2bc93c531 100644 --- a/balance-samual.cfg +++ b/balance-samual.cfg @@ -248,7 +248,7 @@ set g_balance_superweapons_time 30 // {{{ jetpack/hook set g_jetpack_antigravity 0.8 "factor of gravity compensation of the Jetpack" set g_jetpack_acceleration_side 1200 "acceleration of the Jetpack in the XY direction" -set g_jetpack_acceleration_up 600 "acceleration of the Jetpack in the Z direction (note: you have to factor in gravity here, if antigravity is not \"1\")" +set g_jetpack_acceleration_up 600 "acceleration of the Jetpack in the Z direction (NOTE: you have to factor in gravity here, if antigravity is not \"1\")" set g_jetpack_maxspeed_side 1200 "max speed of the Jetpack in the XY direction" set g_jetpack_maxspeed_up 600 "max speed of the Jetpack in the Z direction" set g_jetpack_fuel 8 "fuel per second for Jetpack" diff --git a/balance-xdf.cfg b/balance-xdf.cfg index 15ebba240..e05a3fe2e 100644 --- a/balance-xdf.cfg +++ b/balance-xdf.cfg @@ -248,7 +248,7 @@ set g_balance_superweapons_time 30 // {{{ jetpack/hook set g_jetpack_antigravity 0.8 "factor of gravity compensation of the Jetpack" set g_jetpack_acceleration_side 1200 "acceleration of the Jetpack in the XY direction" -set g_jetpack_acceleration_up 600 "acceleration of the Jetpack in the Z direction (note: you have to factor in gravity here, if antigravity is not \"1\")" +set g_jetpack_acceleration_up 600 "acceleration of the Jetpack in the Z direction (NOTE: you have to factor in gravity here, if antigravity is not \"1\")" set g_jetpack_maxspeed_side 1200 "max speed of the Jetpack in the XY direction" set g_jetpack_maxspeed_up 600 "max speed of the Jetpack in the Z direction" set g_jetpack_fuel 8 "fuel per second for Jetpack" diff --git a/balance-xonotic.cfg b/balance-xonotic.cfg index a4b1a7865..858a8a4f4 100644 --- a/balance-xonotic.cfg +++ b/balance-xonotic.cfg @@ -248,7 +248,7 @@ set g_balance_superweapons_time 30 // {{{ jetpack/hook set g_jetpack_antigravity 0.8 "factor of gravity compensation of the Jetpack" set g_jetpack_acceleration_side 1200 "acceleration of the Jetpack in the XY direction" -set g_jetpack_acceleration_up 600 "acceleration of the Jetpack in the Z direction (note: you have to factor in gravity here, if antigravity is not \"1\")" +set g_jetpack_acceleration_up 600 "acceleration of the Jetpack in the Z direction (NOTE: you have to factor in gravity here, if antigravity is not \"1\")" set g_jetpack_maxspeed_side 1200 "max speed of the Jetpack in the XY direction" set g_jetpack_maxspeed_up 600 "max speed of the Jetpack in the Z direction" set g_jetpack_fuel 8 "fuel per second for Jetpack" diff --git a/balance-xpm.cfg b/balance-xpm.cfg index 20b82a59b..737621e55 100644 --- a/balance-xpm.cfg +++ b/balance-xpm.cfg @@ -248,7 +248,7 @@ set g_balance_superweapons_time 30 // {{{ jetpack/hook set g_jetpack_antigravity 0.8 "factor of gravity compensation of the Jetpack" set g_jetpack_acceleration_side 1200 "acceleration of the Jetpack in the XY direction" -set g_jetpack_acceleration_up 600 "acceleration of the Jetpack in the Z direction (note: you have to factor in gravity here, if antigravity is not \"1\")" +set g_jetpack_acceleration_up 600 "acceleration of the Jetpack in the Z direction (NOTE: you have to factor in gravity here, if antigravity is not \"1\")" set g_jetpack_maxspeed_side 1200 "max speed of the Jetpack in the XY direction" set g_jetpack_maxspeed_up 600 "max speed of the Jetpack in the Z direction" set g_jetpack_fuel 8 "fuel per second for Jetpack" diff --git a/commands.cfg b/commands.cfg index 20de59e15..8b9af8469 100644 --- a/commands.cfg +++ b/commands.cfg @@ -161,7 +161,7 @@ alias radar "qc_cmd_cl hud radar ${* ?}" alias scoreboard_columns_help "qc_cmd_cl hud scoreboard_columns_help" alias scoreboard_columns_set "qc_cmd_cl hud scoreboard_columns_set ${* ?}" -seta team_selection_type 1 "team selection type; 0 = menu, 1 = scoreboard" +seta team_selection_type 1 "team selection type; \"0\" = menu, \"1\" = scoreboard" set _scoreboard_team_selection_available 0 // set to 1 by CSQC alias _team_selection_show00 "menu_cmd directmenu TeamSelect" alias _team_selection_show01 "menu_cmd directmenu TeamSelect" @@ -175,8 +175,8 @@ alias menu_showteamselect team_selection_show // ======================================================== // cmd (client-to-server command) - server/command/cmd.qc // ======================================================== -set sv_clientcommand_antispam_time 1 "Amount of seconds after a command before another command can be called again without being considered spam; \"-1\" = no limit" -set sv_clientcommand_antispam_count 8 "Amount of commands considered spam before commands are rejected." +set sv_clientcommand_antispam_time 1 "amount of seconds after a command before another command can be called again without being considered spam; \"-1\" = no limit" +set sv_clientcommand_antispam_count 8 "amount of commands considered spam before commands are rejected" seta sv_status_privacy 1 "hide IP addresses from \"status\" and \"who\" replies shown to clients" seta cl_autoswitch 1 "automatically switch to newly picked up weapons if they are better than what you are carrying" @@ -377,24 +377,24 @@ set sv_vote_command_help_gotomap "\nUsage:^3 vcall gotomap mapname\n^7 Where 'm // ================================= // voting - server/command/vote.qc // ================================= -set sv_vote_call 1 "Allow users to call a vote for the commands in sv_vote_commands" -set sv_vote_change 1 "Allow voters to change their mind after already voting" +set sv_vote_call 1 "allow users to call a vote for the commands in sv_vote_commands" +set sv_vote_change 1 "allow voters to change their mind after already voting" set sv_vote_commands "restart fraglimit gotomap nextmap endmatch reducematchtime extendmatchtime allready resetmatch kick cointoss movetoauto shuffleteams bots nobots" "these commands can be voted by players or used directly by masters (vdo) in addition to sv_vote_master_commands" set sv_vote_only_commands "" -set sv_vote_limit 160 "Maximum allowed length of a vote command" -set sv_vote_master_commands "movetored movetoblue movetoyellow movetopink movetospec" "Extra commands which vote masters can execute by themselves, along with the normal sv_vote_commands." // maybe add kickban here (but then sv_vote_master 0) -set sv_vote_master 0 "Allows the use of the vote master system" -set sv_vote_master_callable 0 "When set, users can use \"vmaster\" to call a vote to become master of voting commands" +set sv_vote_limit 160 "maximum allowed length of a vote command" +set sv_vote_master_commands "movetored movetoblue movetoyellow movetopink movetospec" "extra commands which vote masters can execute by themselves, along with the normal sv_vote_commands" // maybe add kickban here (but then sv_vote_master 0) +set sv_vote_master 0 "allows the use of the vote master system" +set sv_vote_master_callable 0 "when set, users can use \"vmaster\" to call a vote to become master of voting commands" set sv_vote_master_password "" "when set, users can use \"vlogin PASSWORD\" to log in as master, then run master commands directly using vdo" -set sv_vote_master_playerlimit 2 "Minimum number of players needed for a player to be allowed to vote for master" -set sv_vote_no_stops_vote 1 "Allow the vote caller to stop their own vote simply by voting no" +set sv_vote_master_playerlimit 2 "minimum number of players needed for a player to be allowed to vote for master" +set sv_vote_no_stops_vote 1 "allow the vote caller to stop their own vote simply by voting no" set sv_vote_singlecount 0 "set to \"1\" to count votes once after timeout or to \"0\" to count with every vote" set sv_vote_timeout 24 "a vote will timeout after this many seconds" set sv_vote_wait 120 "a player can not call a vote again for this many seconds when their vote was not accepted" set sv_vote_stop 15 "a player can not call a vote again for this many seconds when they stopped this vote (e.g. to correct it)" -set sv_vote_majority_factor 0.5 "What percentage of the PLAYERS constitute a majority? (must be at least 0.5, recommended \"0.5\")" -set sv_vote_majority_factor_of_voted 0.5 "What percentage of the VOTERS constitute a majority too? (must be at least 0.5, recommended \"0.5\")" -set sv_vote_gamestart 0 "Allow voting during map change" +set sv_vote_majority_factor 0.5 "what percentage of the PLAYERS constitute a majority? (must be at least 0.5, recommended \"0.5\")" +set sv_vote_majority_factor_of_voted 0.5 "what percentage of the VOTERS constitute a majority too? (must be at least 0.5, recommended \"0.5\")" +set sv_vote_gamestart 0 "allow voting during map change" set sv_vote_debug 0 "count votes by bots too for debugging purposes (to get a bot to vote exec this command : bot_cmd 1 cc vote yes)" // when disabled, don't allow game type changes "note: set these two equal to JUST support simple majorities" set sv_vote_override_mostrecent 0 diff --git a/crosshairs.cfg b/crosshairs.cfg index 1be0adbe4..d87040f62 100644 --- a/crosshairs.cfg +++ b/crosshairs.cfg @@ -17,7 +17,7 @@ seta crosshair_dot_color "1 0 0" seta crosshair_dot_color_custom 1 "use a custom color for the crosshair dot" // smooth transitions for crosshair changes -seta crosshair_effect_time 0.4 "how fast (in seconds) some crosshair effects should take place; 0 = instant" +seta crosshair_effect_time 0.4 "how fast (in seconds) some crosshair effects should take place; \"0\" = instant" seta crosshair_effect_scalefade 1 "use scaling and fading for crosshair effects" // item pickup animation settings @@ -38,7 +38,7 @@ seta crosshair_hittest_blur_wall 1 "blur the crosshair if the shot is obstructed seta crosshair_hittest_showimpact 0 "move the crosshair to the actual impact location if obstructed (NOTE: debug setting, very glitchy!)" // change color based on special case -seta crosshair_color_special 1 "apply a special color for the crosshair; 1 = weapon color (see also crosshair_per_weapon), 2 = a color based on health and armor, 3 = rainbow/random color" +seta crosshair_color_special 1 "apply a special color for the crosshair; \"1\" = weapon color (see also crosshair_per_weapon), \"2\" = a color based on health and armor, \"3\" = rainbow/random color" seta crosshair_color_special_rainbow_delay 0.1 seta crosshair_color_special_rainbow_brightness 20 "color brightness of the random crosshair colors" diff --git a/gamemodes-server.cfg b/gamemodes-server.cfg index 02a4b585c..f9be76071 100644 --- a/gamemodes-server.cfg +++ b/gamemodes-server.cfg @@ -86,11 +86,11 @@ alias sv_vote_gametype_hook_surv // this means that timelimit can be overidden globally and fraglimit can be overidden for each game mode: DM/TDM, Domination, CTF, and Runematch. set leadlimit 0 set leadlimit_and_fraglimit 0 "both leadlimit AND fraglimit must be reached" -set timelimit_override -1 "Time limit overriding the mapinfo specified one; 0 = play without limit, -1 = use the mapinfo's limit" -set fraglimit_override -1 "Frag limit overriding the mapinfo specified one; 0 = play without limit, -1 = use the mapinfo's limit" -set leadlimit_override -1 "Lead limit overriding the mapinfo specified one; 0 = play without limit, -1 = use the mapinfo's limit" -set capturelimit_override -1 "Capture limit overriding the mapinfo specified one; 0 = play without limit, -1 = use the mapinfo's limit" -set captureleadlimit_override -1 "Capture lead limit overriding the mapinfo specified one; 0 = play without limit, -1 = use the mapinfo's limit" +set timelimit_override -1 "time limit overriding the mapinfo specified one; \"0\" = play without limit, \"-1\" = use the mapinfo's limit" +set fraglimit_override -1 "frag limit overriding the mapinfo specified one; \"0\" = play without limit, \"-1\" = use the mapinfo's limit" +set leadlimit_override -1 "lead limit overriding the mapinfo specified one; \"0\" = play without limit, \"-1\" = use the mapinfo's limit" +set capturelimit_override -1 "capture limit overriding the mapinfo specified one; \"0\" = play without limit, \"-1\" = use the mapinfo's limit" +set captureleadlimit_override -1 "capture lead limit overriding the mapinfo specified one; \"0\" = play without limit, \"-1\" = use the mapinfo's limit" set g_domination_point_limit -1 "Domination point limit overriding the mapinfo specified one; \"0\" = play without limit, \"-1\" = use the mapinfo's limit" // script-ignore set g_domination_point_leadlimit -1 "Domination point lead limit overriding the mapinfo specified one; \"0\" = play without limit, \"-1\" = use the mapinfo's limit" // script-ignore set g_keyhunt_point_limit -1 "Keyhunt point limit overriding the mapinfo specified one; \"0\" = play without limit, \"-1\" = use the mapinfo's limit" // script-ignore @@ -267,7 +267,7 @@ set g_ca_round_enddelay 1 "seconds of delay for score evaluation after round cou set g_ca_teams_override 0 set g_ca_team_spawns 1 "when \"1\", players spawn from the team spawnpoints of the map, if any" set g_ca_teams 0 -set g_ca_prevent_stalemate 0 "When round time ends instead of instant stalemate give round win to the team with 1 = most survivors, 2 = most total health, 3 = most survivors or if equal then most total health" +set g_ca_prevent_stalemate 0 "when round time ends instead of instant stalemate give round win to the team with \"1\" = most survivors, \"2\" = most total health, \"3\" = most survivors or if equal then most total health" set g_ca_weaponarena "most" "starting weapons. takes the same options as g_weaponarena" @@ -275,7 +275,7 @@ set g_ca_weaponarena "most" "starting weapons. takes the same options as g_weapo // capture the flag // ================== set g_ctf 0 "Capture The Flag: take the enemy flag and bring it to yours at your base to score" // script-ignore -set g_ctf_oneflag 0 "Allow oneflag CTF mode on maps that support it" +set g_ctf_oneflag 0 "allow oneflag CTF mode on maps that support it" set g_ctf_oneflag_reverse 0 "apply reverse mode to oneflag CTF (take flag to enemy bases to cap); overrides g_ctf_reverse only in oneflag, g_ctf_reverse still affects oneflag" set g_ctf_leaderboard 0 "show top capture times in the scoreboard" set g_ctf_flag_return 1 "auto return the flag to base when touched by a teammate" @@ -287,7 +287,7 @@ set g_ctf_flag_return_damage 0 "allow the flag to be damaged when dropped, reduc set g_ctf_flag_return_damage_delay 0 "how much time the flag takes to automatically return to base if it falls into lava/slime/trigger hurt" set g_ctf_flag_return_when_unreachable 1 "automatically return the flag if it falls into lava/slime/trigger hurt" set g_ctf_flag_waypoint 1 "show a waypoint at the flag for easy discovery and directions" -set g_ctf_flag_waypoint_maxdistance 0 "maximum distance from a flag from which their waypoint is shown; 0 = no limit" +set g_ctf_flag_waypoint_maxdistance 0 "maximum distance from a flag from which their waypoint is shown; \"0\" = no limit" set g_ctf_flagcarrier_auto_helpme_damage 100 "automatically place a helpme notification on flag carrier waypointsprite if they get hit and their health dips below this value" set g_ctf_flagcarrier_auto_helpme_time 2 "antispam time for the helpme notification" set g_ctf_flagcarrier_selfdamagefactor 1 @@ -295,7 +295,7 @@ set g_ctf_flagcarrier_selfforcefactor 1 set g_ctf_flagcarrier_damagefactor 1 set g_ctf_flagcarrier_forcefactor 1 set g_ctf_stalemate 1 "show the enemy flagcarrier location after both teams have held the flags a certain amount of time" -set g_ctf_stalemate_endcondition 1 "condition for stalemate mode to be finished; 1 = if ONE flag is no longer stale, 2 = if BOTH flags are no longer stale" +set g_ctf_stalemate_endcondition 1 "condition for stalemate mode to be finished; \"1\" = if ONE flag is no longer stale, \"2\" = if BOTH flags are no longer stale" set g_ctf_stalemate_time 60 "time for each flag until stalemate mode is activated" set g_ctf_flagcarrier_waypointforenemy_spotting 1 "show the enemy flagcarrier location if a team mate presses +use to spot them" set g_ctf_dropped_capture_delay 1 "autocapture delay when flag is thrown onto the base. counted from when the flag lands on the ground" @@ -304,8 +304,8 @@ set g_ctf_flag_damageforcescale 2 set g_ctf_portalteleport 0 "allow flag carriers to go through portals made by the Port-o-Launch without dropping the flag" set g_ctf_reverse 0 "if enabled, players score by bringing their own flag to an enemy's flag in their base" set g_ctf_flag_collect_delay 1 -set g_ctf_flag_health 0 "secondary setting of g_ctf_flag_return_damage that defines initial health of the flag when dropped. If set to \"0\" initial health defaults to 100" -set g_ctf_flag_dropped_waypoint 2 "show dropped flag waypointsprite when a flag is lost; 1 = team only, 2 = for all players" +set g_ctf_flag_health 0 "secondary setting of g_ctf_flag_return_damage that defines initial health of the flag when dropped. if set to \"0\" initial health defaults to 100" +set g_ctf_flag_dropped_waypoint 2 "show dropped flag waypointsprite when a flag is lost; \"1\" = team only, \"2\" = for all players" set g_ctf_flag_dropped_floatinwater 200 "move upwards while in water at this velocity" set g_ctf_throw 1 "allows throwing the flag (WARNING: throwing allows circumventing carrierkill score, so enable this with care!)" set g_ctf_throw_angle_max 90 "maximum upwards angle players can throw the flag" @@ -334,7 +334,7 @@ set g_ctf_allow_vehicle_carry 1 "allow players to hold flags inside a vehicle" set g_ctf_allow_monster_touch 0 "allow flags to be returned by monsters" set g_ctf_score_ignore_fields 0 "force regular score settings to override per entity specified scores" -set g_ctf_shield_max_ratio 0 "shield at most this percentage of a team from the enemy flag (try: \"0.4\" for 40%)" +set g_ctf_shield_max_ratio 0 "shield at most this percentage of a team from the enemy flag (TRY: \"0.4\" for 40%)" set g_ctf_shield_min_negscore 20 "shield the player from the flag if they've got this negative amount of points or less" set g_ctf_shield_force 100 "push force of the shield" @@ -360,7 +360,7 @@ exec ctfscoring-samual.cfg // complete the stage // ==================== set g_cts 0 "CTS: complete the stage" // script-ignore -set g_cts_selfdamage 1 "0 = disable all selfdamage and falldamage in CTS" +set g_cts_selfdamage 1 "\"0\" = disable all selfdamage and falldamage in CTS" set g_cts_finish_kill_delay 2 "kill player this many seconds after stage completion to prevent cheating by starting out with more speed than otherwise possible; set to \"0\" to not kill or \"-1\" to kill instantly" set g_cts_send_rankings_cnt 15 "send this number of map records to clients" set g_cts_removeprojectiles 0 "remove projectiles when the player dies, to prevent using weapons earlier in the stage than intended" @@ -376,8 +376,8 @@ set g_tdm_on_dm_maps 0 "make all DM maps automatically support TDM" set g_tdm_teams 2 "how many teams are in TDM (set by mapinfo)" set g_tdm_team_spawns 0 "when 1, players spawn from the team spawnpoints of the map, if any" set g_tdm_teams_override 0 "how many teams are in TDM" -set g_tdm_point_limit -1 "TDM point limit overriding the mapinfo specified one; 0 = play without limit, -1 = use the mapinfo's limit" -set g_tdm_point_leadlimit -1 "TDM point lead limit overriding the mapinfo specified one; 0 = play without limit, -1 = use the mapinfo's limit" +set g_tdm_point_limit -1 "TDM point limit overriding the mapinfo specified one; \"0\" = play without limit, \"-1\" = use the mapinfo's limit" +set g_tdm_point_leadlimit -1 "TDM point lead limit overriding the mapinfo specified one; \"0\" = play without limit, \"-1\" = use the mapinfo's limit" // ============ @@ -406,12 +406,12 @@ set g_freezetag 0 "Freeze Tag: freeze the opposing team(s) to win, unfreeze team set g_freezetag_warmup 10 "time players get to run around before the round starts" set g_freezetag_point_limit -1 "Freeze Tag point limit overriding the mapinfo specified one; \"0\" = play without limit, \"-1\" = use the mapinfo's limit" // script-ignore set g_freezetag_point_leadlimit -1 "Freeze Tag point lead limit overriding the mapinfo specified one; \"0\" = play without limit, \"-1\" = use the mapinfo's limit" // script-ignore -set g_freezetag_revive_speed 0.4 "Speed for reviving a frozen teammate if g_freezetag_revive_time_to_score is off" -set g_freezetag_revive_speed_t2s 0.25 "Speed for reviving a frozen teammate if g_freezetag_revive_time_to_score is active" -set g_freezetag_revive_clearspeed 1.6 "Speed at which reviving progress gets lost when out of range (if g_freezetag_revive_time_to_score is active reviving progress is not cleared)" -set g_freezetag_revive_extra_size 100 "Distance in qu that players can stand from a frozen teammate to keep reviving them" -set g_freezetag_revive_nade 1 "Enable reviving from own nade explosion" -set g_freezetag_revive_nade_health 40 "Amount of health player has if they revived from their own nade explosion" +set g_freezetag_revive_speed 0.4 "speed for reviving a frozen teammate if g_freezetag_revive_time_to_score is off" +set g_freezetag_revive_speed_t2s 0.25 "speed for reviving a frozen teammate if g_freezetag_revive_time_to_score is active" +set g_freezetag_revive_clearspeed 1.6 "speed at which reviving progress gets lost when out of range (if g_freezetag_revive_time_to_score is active reviving progress is not cleared)" +set g_freezetag_revive_extra_size 100 "distance in qu that players can stand from a frozen teammate to keep reviving them" +set g_freezetag_revive_nade 1 "enable reviving from own nade explosion" +set g_freezetag_revive_nade_health 40 "amount of health player has if they revived from their own nade explosion" set g_freezetag_revive_time_to_score 1.5 "every this amount of seconds give players reviving a frozen teammate 1 point" set g_freezetag_round_timelimit 360 "round time limit in seconds" set g_freezetag_round_enddelay 1 "seconds of delay for score evaluation after round could end" @@ -436,7 +436,7 @@ set g_keepaway_score_bckill 1 "points for killing the ball carrier (Ball Carrier set g_keepaway_score_killac 1 "points for kills while holding the ball (Kill As Carrier)" set g_keepaway_score_timeinterval 1 "amount of time it takes between intervals for timepoints to be added to the score" set g_keepaway_score_timepoints 0 "points to add to score per timeinterval; \"0\" = no points" -set g_keepaway_ballcarrier_effects 8 "Add together the numbers you want; EF_ADDITIVE (32) / EF_NODEPTHTEST (8192) / EF_DIMLIGHT (8)" +set g_keepaway_ballcarrier_effects 8 "add together the numbers you want; EF_ADDITIVE (32) / EF_NODEPTHTEST (8192) / EF_DIMLIGHT (8)" set g_keepaway_ballcarrier_highspeed 1 "speed multiplier done to the person holding the ball (recommended when used with some mutators)" set g_keepaway_ballcarrier_damage 1 "damage multiplier while holding the ball" set g_keepaway_ballcarrier_force 1 "force multiplier while holding the ball" @@ -447,9 +447,9 @@ set g_keepaway_noncarrier_damage 1 "damage done to other players if both you and set g_keepaway_noncarrier_force 1 "force done to other players if both you and they don't have the ball" set g_keepaway_noncarrier_selfdamage 1 "self damage if you don't have the ball" set g_keepaway_noncarrier_selfforce 1 "self force if you don't have the ball" -set g_keepawayball_effects 8 "Add together the numbers you want; EF_ADDITIVE (32) / EF_NODEPTHTEST (8192) / EF_DIMLIGHT (8)" +set g_keepawayball_effects 8 "add together the numbers you want; EF_ADDITIVE (32) / EF_NODEPTHTEST (8192) / EF_DIMLIGHT (8)" set g_keepawayball_trail_color 254 "particle trail color from player/ball" -set g_keepawayball_damageforcescale 2 "Scale of force which is applied to the ball by weapons/explosions/etc." +set g_keepawayball_damageforcescale 2 "scale of force which is applied to the ball by weapons/explosions/etc" set g_keepawayball_respawntime 10 "if no one picks up the ball, how long to wait until the ball respawns" @@ -513,7 +513,7 @@ set g_lms_forfeit_min_match_time 30 "end the match early if at least this many s // nexball // ========= set g_nexball 0 "Nexball: basketball and soccer go Xonotic" // script-ignore -set g_nexball_basketball_effects_default 8 "default is a dim light. The original version used \"1024\" (fire) but it gives bad performance" +set g_nexball_basketball_effects_default 8 "default is a dim light. the original version used \"1024\" (fire) but it gives bad performance" set g_balance_nexball_primary_speed 1000 "launching speed" set g_balance_nexball_primary_refire 0.7 "launching refire" set g_balance_nexball_primary_animtime 0.3 "launching animtime" @@ -550,12 +550,12 @@ set g_nexball_football_trail 0 "1 to leave a trail" set g_nexball_trail_color 254 "1-256 for different colors (Quake palette, \"254\" is white)" set g_nexball_playerclip_collisions 1 "make the ball bounce off clips" set g_nexball_radar_showallplayers 1 "\"1\" = show every player and the ball on the radar, \"0\" = only show teammates and the ball on the radar" -set g_nexball_safepass_maxdist 5000 "Max distance to allow safe passing, \"0\" to turn off safe passing" -set g_nexball_safepass_turnrate 0.1 "How fast the safe-pass ball can change direction" -set g_nexball_safepass_holdtime 0.75 "How long to remember the last teammate a player pointed at" -set g_nexball_viewmodel_scale 0.25 "How large the ball appears for the carrier" -set g_nexball_viewmodel_offset "8 8 0" "Where the ball is located on the carrier; forward right up" -set g_nexball_tackling 1 "Allow ball theft by tackling" +set g_nexball_safepass_maxdist 5000 "max distance to allow safe passing, \"0\" to turn off safe passing" +set g_nexball_safepass_turnrate 0.1 "how fast the safe-pass ball can change direction" +set g_nexball_safepass_holdtime 0.75 "how long to remember the last teammate a player pointed at" +set g_nexball_viewmodel_scale 0.25 "how large the ball appears for the carrier" +set g_nexball_viewmodel_offset "8 8 0" "where the ball is located on the carrier; forward right up" +set g_nexball_tackling 1 "allow ball theft by tackling" // =========== @@ -565,10 +565,10 @@ set g_onslaught 0 "Onslaught: take control points towards the enemy generator an set g_onslaught_point_limit 1 "Onslaught point limit overriding the mapinfo specified one; \"0\" = play without limit, \"-1\" = use the mapinfo's limit" // script-ignore set g_onslaught_warmup 5 "time players have to wait before the round starts" set g_onslaught_round_timelimit 500 "round time limit in seconds" -set g_onslaught_teleport_radius 200 "Allows teleporting from a control point to another within this radius" -set g_onslaught_teleport_wait 5 "Time before player can teleport again" -set g_onslaught_spawn_choose 1 "Allow players to choose the control point to be spawned at" -set g_onslaught_click_radius 500 "When choosing from the map, this level of precision is required" +set g_onslaught_teleport_radius 200 "allows teleporting from a control point to another within this radius" +set g_onslaught_teleport_wait 5 "time before player can teleport again" +set g_onslaught_spawn_choose 1 "allow players to choose the control point to be spawned at" +set g_onslaught_click_radius 500 "when choosing from the map, this level of precision is required" set g_onslaught_gen_health 2500 set g_onslaught_allow_vehicle_touch 0 @@ -607,14 +607,14 @@ set g_invasion_monster_count 10 "number of monsters on first wave (increments)" set g_invasion_zombies_only 0 "only spawn zombies" set g_invasion_spawn_delay 0.25 set g_invasion_spawnpoint_spawn_delay 0.5 -set g_invasion_type 0 "type of Invasion mode; 0 = round-based, 1 = hunting, 2 = complete the stage (note: use mapinfo to set this)" +set g_invasion_type 0 "type of Invasion mode; \"0\" = round-based, \"1\" = hunting, \"2\" = complete the stage (NOTE: use mapinfo to set this)" // ====== // duel // ====== set g_duel 0 "Duel: frag the opponent more in a one versus one arena battle" // script-ignore -//set g_duel_warmup 180 "Have a short warmup period before beginning the actual duel" -set g_duel_with_powerups 0 "Enable powerups to spawn in the Duel game mode" +//set g_duel_warmup 180 "have a short warmup period before beginning the actual duel" +set g_duel_with_powerups 0 "enable powerups to spawn in the Duel game mode" set g_duel_not_dm_maps 0 "when this is set, DM maps will NOT be listed in Duel" // ============================== @@ -640,15 +640,15 @@ set g_tmayhem_point_leadlimit -1 "Team Mayhem score lead limit overriding the ma set g_mayhem_weaponarena "most_available" "starting weapons. takes the same options as g_weaponarena" set g_tmayhem_weaponarena "most_available" "starting weapons. takes the same options as g_weaponarena" -set g_mayhem_powerups 1 "Allow powerups in Mayhem. Only checked if g_powerups is \"-1\", therefore this will be overridden by g_powerups 1 or 0" -set g_tmayhem_powerups 1 "Allow powerups in Team Mayhem. Only checked if g_powerups is \"-1\", therefore this will be overridden by g_powerups 1 or 0" +set g_mayhem_powerups 1 "allow powerups in Mayhem. only checked if g_powerups is \"-1\", therefore this will be overridden by g_powerups 1 or 0" +set g_tmayhem_powerups 1 "allow powerups in Team Mayhem. only checked if g_powerups is \"-1\", therefore this will be overridden by g_powerups 1 or 0" set g_mayhem_pickup_items 0 "spawn pickup items in Mayhem" set g_tmayhem_pickup_items 0 "spawn pickup items in Team Mayhem" set g_mayhem_pickup_items_remove_weapons_and_ammo 1 "when pickup items are enabled in Mayhem still remove weapons and ammo pickups" set g_tmayhem_pickup_items_remove_weapons_and_ammo 1 "when pickup items are enabled in Team Mayhem still remove weapons and ammo pickups" -set g_mayhem_selfdamage 0 "0 = disable selfdamage in Mayhem, 1 = enable selfdamage in Mayhem" -set g_tmayhem_selfdamage 0 "0 = disable selfdamage in TMayhem, 1 = enable selfdamage in TMayhem" +set g_mayhem_selfdamage 0 "\"0\" = disable selfdamage in Mayhem, \"1\" = enable selfdamage in Mayhem" +set g_tmayhem_selfdamage 0 "\"0\" = disable selfdamage in TMayhem, \"1\" = enable selfdamage in TMayhem" set g_mayhem_regenerate 0 "health and/or armor regeneration, according to g_balance_health_regen and g_balance_armor_regen" set g_tmayhem_regenerate 0 "health and/or armor regeneration, according to g_balance_health_regen and g_balance_armor_regen" @@ -675,7 +675,7 @@ set g_tka_score_bckill 1 "points for killing the ball carrier (Ball Carrier Kill set g_tka_score_killac 1 "points for kills while holding the ball (Kill As Carrier)" set g_tka_score_timeinterval 1 "amount of time it takes between intervals for timepoints to be added to the score" set g_tka_score_timepoints 0 "points to add to score per timeinterval; \"0\" = no points" -set g_tka_ballcarrier_effects 8 "Add together the numbers you want; EF_ADDITIVE (32) / EF_NODEPTHTEST (8192) / EF_DIMLIGHT (8)" +set g_tka_ballcarrier_effects 8 "add together the numbers you want; EF_ADDITIVE (32) / EF_NODEPTHTEST (8192) / EF_DIMLIGHT (8)" set g_tka_ballcarrier_highspeed 1 "speed multiplier done to the person holding the ball (recommended when used with some mutators)" set g_tka_ballcarrier_damage 1 "damage multiplier while holding the ball" set g_tka_ballcarrier_force 1 "force multiplier while holding the ball" @@ -686,9 +686,9 @@ set g_tka_noncarrier_damage 1 "damage done to other players if both you and they set g_tka_noncarrier_force 1 "force done to other players if both you and they don't have the ball" set g_tka_noncarrier_selfdamage 1 "self damage if you don't have the ball" set g_tka_noncarrier_selfforce 1 "self force if you don't have the ball" -set g_tkaball_effects 8 "Add together the numbers you want; EF_ADDITIVE (32) / EF_NODEPTHTEST (8192) / EF_DIMLIGHT (8)" +set g_tkaball_effects 8 "add together the numbers you want; EF_ADDITIVE (32) / EF_NODEPTHTEST (8192) / EF_DIMLIGHT (8)" set g_tkaball_trail_color 254 "particle trail color from player/ball" -set g_tkaball_damageforcescale 2 "Scale of force which is applied to the ball by weapons/explosions/etc." +set g_tkaball_damageforcescale 2 "scale of force which is applied to the ball by weapons/explosions/etc" set g_tkaball_respawntime 10 "if no one picks up the ball, how long to wait until the ball respawns" // ========== diff --git a/minigames.cfg b/minigames.cfg index 730c8bdc6..bff9a0b0e 100644 --- a/minigames.cfg +++ b/minigames.cfg @@ -1,17 +1,17 @@ -set sv_minigames 1 "Allow minigames" -set sv_minigames_observer 0 "Force minigame players to be observers; \"0\" = don't move them to observer, \"1\" = move them to observer, \"2\" = force observer" +set sv_minigames 1 "allow minigames" +set sv_minigames_observer 0 "force minigame players to be observers; \"0\" = don't move them to observer, \"1\" = move them to observer, \"2\" = force observer" // Pong -set sv_minigames_pong_paddle_size 0.3 "Paddle length relative to the board size" -set sv_minigames_pong_paddle_speed 1 "Paddle speed (board size per second)" +set sv_minigames_pong_paddle_size 0.3 "paddle length relative to the board size" +set sv_minigames_pong_paddle_speed 1 "paddle speed (board size per second)" -set sv_minigames_pong_ball_wait 1 "Number of seconds between reset and throw" -set sv_minigames_pong_ball_speed 1 "Ball speed (board size per second)" -set sv_minigames_pong_ball_radius 0.03125 "Ball radius relative to the board size" -set sv_minigames_pong_ball_number 1 "Number of balls to be played at once" +set sv_minigames_pong_ball_wait 1 "number of seconds between reset and throw" +set sv_minigames_pong_ball_speed 1 "ball speed (board size per second)" +set sv_minigames_pong_ball_radius 0.03125 "ball radius relative to the board size" +set sv_minigames_pong_ball_number 1 "number of balls to be played at once" -set sv_minigames_pong_ai_thinkspeed 0.1 "Seconds between AI actions" -set sv_minigames_pong_ai_tolerance 0.33 "Distance of the ball relative to the paddle size" +set sv_minigames_pong_ai_thinkspeed 0.1 "seconds between AI actions" +set sv_minigames_pong_ai_tolerance 0.33 "distance of the ball relative to the paddle size" // Bulldozer diff --git a/monsters.cfg b/monsters.cfg index 45dea9025..4b40ac019 100644 --- a/monsters.cfg +++ b/monsters.cfg @@ -95,7 +95,7 @@ set g_monster_golem_speed_walk 150 // {{{ Misc set g_monsters 1 set g_monsters_edit 0 -set g_monsters_skill 1 "Monster skill (affecting some of their attributes); 1 = easy, 2 = medium, 3 = hard, 4 = insane, 5 = nightmare" +set g_monsters_skill 1 "monster skill (affecting some of their attributes); \"1\" = easy, \"2\" = medium, \"3\" = hard, \"4\" = insane, \"5\" = nightmare" set g_monsters_miniboss_chance 5 set g_monsters_miniboss_healthboost 100 set g_monsters_drop 1 @@ -103,7 +103,7 @@ set g_monsters_drop_time 10 set g_monsters_ignoretraces 1 set g_monsters_lineofsight 1 set g_monsters_owners 1 -set g_monsters_teams 1 "Assign a team to monsters. Prevents them from targeting teammates" +set g_monsters_teams 1 "assign a team to monsters. prevents them from targeting teammates" set g_monsters_playerclip_collisions 1 set g_monsters_score_kill 0 set g_monsters_score_spawned 0 diff --git a/mutators.cfg b/mutators.cfg index b03150cc7..19fa8d774 100644 --- a/mutators.cfg +++ b/mutators.cfg @@ -56,7 +56,7 @@ set g_instagib_allow_jetpacks 0 "allow Jetpacks and Fuel Regenerators to appear // overkill // ========== set g_overkill 0 "internal cvar, to enable Overkill, use `exec ruleset-overkill.cfg`" -set g_overkill_weapons 0 "enable Overkill weapons outside of Overkill ruleset." +set g_overkill_weapons 0 "enable Overkill weapons outside of Overkill ruleset" set g_overkill_powerups_replace 1 "replace Strength and Shield with HMG and RPC" set g_overkill_itemwaypoints 1 "show waypoints with timer before health and armor spawns" @@ -72,8 +72,8 @@ set g_overkill_blaster_keepforce 0 "allow secondary fire to push players" // vampire // ========= set g_vampire 0 "enable the vampire mode, where the damage done to your opponent gets added to your own health" -set g_vampire_factor 1.0 "Multiply damage done by this factor before adding it to the player's health" -set g_vampire_use_total_damage 0 "\"1\" = add combined damage (health + armor) to attackers health, \"0\" = add only health damage." +set g_vampire_factor 1.0 "multiply damage done by this factor before adding it to the player's health" +set g_vampire_use_total_damage 0 "\"1\" = add combined damage (health + armor) to attackers health, \"0\" = add only health damage" // ======== @@ -94,7 +94,7 @@ set g_sandbox_storage_autosave 5 "storage is automatically saved every specified set g_sandbox_storage_autoload 1 "if a storage file exists for the given map, automatically load it at startup" set g_sandbox_editor_flood 1 "players must wait this many seconds between spawning objects" set g_sandbox_editor_maxobjects 1000 "maximum number of objects that may exist at a time" -set g_sandbox_editor_free 1 "0 = players can only copy or edit their own objects, 1 = players can copy but not edit other objects, 2 = players can copy and edit all objects" +set g_sandbox_editor_free 1 "\"0\" = players can only copy or edit their own objects, \"1\" = players can copy but not edit other objects, \"2\" = players can copy and edit all objects" set g_sandbox_editor_distance_spawn 200 "distance at which objects spawn in front of the player" set g_sandbox_editor_distance_edit 300 "distance at which players can edit or remove objects they are looking at" set g_sandbox_object_scale_min 0.1 "minimum scale that objects can be set to" @@ -145,7 +145,7 @@ set g_nix_with_powerups 0 "if \"1\", powerups still show up in NIX" // ================ // physical items // ================ -set g_physical_items 0 "1 = use ODE physics for dropped weapons, 2 = for all items; (REQUIRES: physics_ode to be enabled)" +set g_physical_items 0 "\"1\" = use ODE physics for dropped weapons, \"2\" = for all items; (REQUIRES: physics_ode to be enabled)" set g_physical_items_damageforcescale 3 "how affected physical weapons are by damage" set g_physical_items_reset 1 "return map items to their original location after being picked up" @@ -204,11 +204,11 @@ set g_nades_nade_damage 225 set g_nades_nade_edgedamage 90 set g_nades_nade_radius 300 set g_nades_nade_force 650 -set g_nades_nade_newton_style 0 "nade velocity; 0 = absolute, 1 = relative (takes into account player velocity), 2 = something in between" -set g_nades_nade_type 1 "Type of the off-hand grenade; 1 = normal, 2 = napalm, 3 = ice, 4 = translocate, 5 = spawn, 6 = heal, 7 = pokenade, 8 = entrap, 9 = veil, 10 = ammo, 11 = darkness" +set g_nades_nade_newton_style 0 "nade velocity; \"0\" = absolute, \"1\" = relative (takes into account player velocity), \"2\" = something in between" +set g_nades_nade_type 1 "type of the off-hand grenade; \"1\" = normal, \"2\" = napalm, \"3\" = ice, \"4\" = translocate, \"5\" = spawn, \"6\" = heal, \"7\" = pokenade, \"8\" = entrap, \"9\" = veil, \"10\" = ammo, \"11\" = darkness" -seta cl_nade_timer 1 "show a visual timer for nades; 1 = only circle, 2 = circle with text" -seta cl_nade_type 3 "selected type of the off-hand grenade; 1 = normal, 2 = napalm, 3 = ice, 4 = translocate, 5 = spawn, 6 = heal, 7 = pokenade, 8 = entrap, 9 = veil, 10 = ammo, 11 = darkness" +seta cl_nade_timer 1 "show a visual timer for nades; \"1\" = only circle, \"2\" = circle with text" +seta cl_nade_type 3 "selected type of the off-hand grenade; \"1\" = normal, \"2\" = napalm, \"3\" = ice, \"4\" = translocate, \"5\" = spawn, \"6\" = heal, \"7\" = pokenade, \"8\" = entrap, \"9\" = veil, \"10\" = ammo, \"11\" = darkness" seta cl_pokenade_type "zombie" "monster to spawn" // ------------ @@ -221,95 +221,95 @@ seta cl_pokenade_type "zombie" "monster to spawn" // If the player dies all the bonus nades will be lost and the score counter resets // If g_nades_bonus_score_time is not zero, this score will increase or decrease over time // -set g_nades_bonus 0 "Enable bonus grenades" -set g_nades_bonus_client_select 0 "Allow client side selection of bonus nade type" -set g_nades_bonus_type 2 "Type of the bonus grenade; 1 = normal, 2 = napalm, 3 = ice, 4 = translocate, 5 = spawn, 6 = heal, 7 = pokenade, 8 = entrap, 9 = veil, 10 = ammo, 11 = darkness" -set g_nades_bonus_onstrength 1 "Always give bonus grenades to players that have the Strength powerup" -set g_nades_bonus_max 3 "Maximum number of bonus grenades" -set g_nades_bonus_only 0 "Disallow regular nades, only bonus nades can be used" -set g_nades_nade_small 0 "Use smaller nade size, makes shooting them harder, legacy setting" +set g_nades_bonus 0 "enable bonus grenades" +set g_nades_bonus_client_select 0 "allow client side selection of bonus nade type" +set g_nades_bonus_type 2 "type of the bonus grenade; \"1\" = normal, \"2\" = napalm, \"3\" = ice, \"4\" = translocate, \"5\" = spawn, \"6\" = heal, \"7\" = pokenade, \"8\" = entrap, \"9\" = veil, \"10\" = ammo, \"11\" = darkness" +set g_nades_bonus_onstrength 1 "always give bonus grenades to players that have the Strength powerup" +set g_nades_bonus_max 3 "maximum number of bonus grenades" +set g_nades_bonus_only 0 "disallow regular nades, only bonus nades can be used" +set g_nades_nade_small 0 "use smaller nade size, makes shooting them harder, legacy setting" // Bonus score -set g_nades_bonus_score_max 120 "Score value that will give a bonus nade" -set g_nades_bonus_score_minor 5 "Score given for minor actions (pickups, regular frags, etc.)" -set g_nades_bonus_score_low 20 "Score given for frags and unfreezes" -set g_nades_bonus_score_medium 30 "Score given for flag returns and flag carrier kills" -set g_nades_bonus_score_high 60 "Score given for flag captures" -set g_nades_bonus_score_spree 40 "Score given every spree of this many frags" -set g_nades_bonus_score_time -1 "Bonus nade score given per second (negative to have the score decay)" -set g_nades_bonus_score_time_flagcarrier 2 "Bonus nade score given per second as flag carrier (negative to have the score decay)" +set g_nades_bonus_score_max 120 "score value that will give a bonus nade" +set g_nades_bonus_score_minor 5 "score given for minor actions (pickups, regular frags, etc.)" +set g_nades_bonus_score_low 20 "score given for frags and unfreezes" +set g_nades_bonus_score_medium 30 "score given for flag returns and flag carrier kills" +set g_nades_bonus_score_high 60 "score given for flag captures" +set g_nades_bonus_score_spree 40 "score given every spree of this many frags" +set g_nades_bonus_score_time -1 "bonus nade score given per second (negative to have the score decay)" +set g_nades_bonus_score_time_flagcarrier 2 "bonus nade score given per second as flag carrier (negative to have the score decay)" // Napalm (2) set g_nades_napalm 0 "Napalm nade: spreads fire balls around the fountain and burns for a while" // script-ignore -set g_nades_napalm_blast 1 "Whether the napalm grenades also give damage with the usual grenade explosion" -set g_nades_napalm_burntime 0.5 "Time that the fire from napalm will stick to the player" -set g_nades_napalm_selfdamage 1 "Whether the player that tossed the nade can be harmed by its fire" +set g_nades_napalm_blast 1 "whether the napalm grenades also give damage with the usual grenade explosion" +set g_nades_napalm_burntime 0.5 "time that the fire from napalm will stick to the player" +set g_nades_napalm_selfdamage 1 "whether the player that tossed the nade can be harmed by its fire" // Napalm fireballs -set g_nades_napalm_ball_count 6 "Number of fireballs emitted during the explosion" -set g_nades_napalm_ball_spread 500 "Maximum force which the fireballs will have on explosion" -set g_nades_napalm_ball_damageforcescale 4 "How affected fireballs are by damage" -set g_nades_napalm_ball_damage 40 "Damage caused by the fireball" -set g_nades_napalm_ball_lifetime 7 "How long the fireball will last" -set g_nades_napalm_ball_radius 100 "Distance from the fireball within which you may get burned" +set g_nades_napalm_ball_count 6 "number of fireballs emitted during the explosion" +set g_nades_napalm_ball_spread 500 "maximum force which the fireballs will have on explosion" +set g_nades_napalm_ball_damageforcescale 4 "how affected fireballs are by damage" +set g_nades_napalm_ball_damage 40 "damage caused by the fireball" +set g_nades_napalm_ball_lifetime 7 "how long the fireball will last" +set g_nades_napalm_ball_radius 100 "distance from the fireball within which you may get burned" // Napalm Fire fountain -set g_nades_napalm_fountain_lifetime 3 "Time period during which extra fire mines are ejected" -set g_nades_napalm_fountain_delay 0.5 "Delay between emissions by the fountain" -set g_nades_napalm_fountain_damage 50 "Damage caused by the center of the fountain" -set g_nades_napalm_fountain_edgedamage 20 "Damage caused by the edge of the fountain" -set g_nades_napalm_fountain_radius 130 "Distance from the fountain" +set g_nades_napalm_fountain_lifetime 3 "time period during which extra fire mines are ejected" +set g_nades_napalm_fountain_delay 0.5 "delay between emissions by the fountain" +set g_nades_napalm_fountain_damage 50 "damage caused by the center of the fountain" +set g_nades_napalm_fountain_edgedamage 20 "damage caused by the edge of the fountain" +set g_nades_napalm_fountain_radius 130 "distance from the fountain" // Ice (3) set g_nades_ice 1 "Ice nade: freezes and reduces health" // script-ignore -set g_nades_ice_freeze_time 3 "How long the ice field will last" -set g_nades_ice_health 0 "How much health the player will have after being unfrozen" -set g_nades_ice_explode 0 "Whether the ice nade should explode again once the ice field dissipated" -set g_nades_ice_teamcheck 2 "0 = freezes everyone including the player who threw the nade, 1 = freezes enemies and teammates, 2 = freezes only enemies" +set g_nades_ice_freeze_time 3 "how long the ice field will last" +set g_nades_ice_health 0 "how much health the player will have after being unfrozen" +set g_nades_ice_explode 0 "whether the ice nade should explode again once the ice field dissipated" +set g_nades_ice_teamcheck 2 "\"0\" = freezes everyone including the player who threw the nade, \"1\" = freezes enemies and teammates, \"2\" = freezes only enemies" // Translocate (4) set g_nades_translocate 1 "Translocate nade: teleports into explosion nade location" // script-ignore -set g_nades_translocate_destroy_damage 25 "Damage caused when translocate nade is destroyed by some attacker" +set g_nades_translocate_destroy_damage 25 "damage caused when translocate nade is destroyed by some attacker" // Spawn (5) set g_nades_spawn 1 "Spawn nade: respawns into nade explosion location after being fragged" // script-ignore -set g_nades_spawn_count 3 "Number of times player will spawn at their spawn nade explosion location" -set g_nades_spawn_health_respawn 0 "How much health the player will have when being respawned; \"0\" = normal health respawn" -set g_nades_spawn_destroy_damage 25 "Damage caused when spawn nade is destroyed by some attacker" +set g_nades_spawn_count 3 "number of times player will spawn at their spawn nade explosion location" +set g_nades_spawn_health_respawn 0 "how much health the player will have when being respawned; \"0\" = normal health respawn" +set g_nades_spawn_destroy_damage 25 "damage caused when spawn nade is destroyed by some attacker" // Heal (6) set g_nades_heal 1 "Heal nade: spawns a orb to recover health inside, enemies take the reverse effect when being inside orb" // script-ignore -set g_nades_heal_time 5 "How long the healing field will last" -set g_nades_heal_rate 30 "Health given per second" -set g_nades_heal_friend 1 "Multiplier of health given to team mates" -set g_nades_heal_foe -2 "Multiplier of health given to enemies" +set g_nades_heal_time 5 "how long the healing field will last" +set g_nades_heal_rate 30 "health given per second" +set g_nades_heal_friend 1 "multiplier of health given to team mates" +set g_nades_heal_foe -2 "multiplier of health given to enemies" // Pokenade (7) set g_nades_pokenade 0 "Pokenade: spawns a monster into the explosion nade location" // script-ignore -set g_nades_pokenade_monster_lifetime 150 "How long pokenade monster will survive" -set g_nades_pokenade_monster_type "zombie" "Monster to spawn" +set g_nades_pokenade_monster_lifetime 150 "how long pokenade monster will survive" +set g_nades_pokenade_monster_type "zombie" "monster to spawn" // Entrap (8) set g_nades_entrap 0 "Entrap nade: spawns a orb to slow down movements inside" // script-ignore -set g_nades_entrap_strength 0.01 "Strength of the orb's movement slowing powers" -set g_nades_entrap_speed 0.5 "Running speed while entrapped" -set g_nades_entrap_time 10 "Life time of the orb" -set g_nades_entrap_radius 500 "Distance from the entrap orb" +set g_nades_entrap_strength 0.01 "strength of the orb's movement slowing powers" +set g_nades_entrap_speed 0.5 "running speed while entrapped" +set g_nades_entrap_time 10 "life time of the orb" +set g_nades_entrap_radius 500 "distance from the entrap orb" // Veil (9) set g_nades_veil 0 "Veil nade: spawns a orb to turn invisible inside" // script-ignore -set g_nades_veil_time 8 "Life time of the orb" -set g_nades_veil_radius 200 "Distance from the veil orb" +set g_nades_veil_time 8 "life time of the orb" +set g_nades_veil_radius 200 "distance from the veil orb" // Ammo (10) set g_nades_ammo 0 "Ammo nade: spawns a orb to recover ammo inside, enemies take the reverse effect when being inside orb" // script-ignore -set g_nades_ammo_time 4 "Life time of the orb" -set g_nades_ammo_rate 30 "Ammo given per second" -set g_nades_ammo_friend 1 "Multiplier of ammo given to team mates" -set g_nades_ammo_foe -2 "Multiplier of ammo given to enemies" +set g_nades_ammo_time 4 "life time of the orb" +set g_nades_ammo_rate 30 "ammo given per second" +set g_nades_ammo_friend 1 "multiplier of ammo given to team mates" +set g_nades_ammo_foe -2 "multiplier of ammo given to enemies" // Darkness (11) set g_nades_darkness 0 "Darkness nade: blinds enemies" // script-ignore -set g_nades_darkness_time 4 "How long the dark field will last" -set g_nades_darkness_explode 0 "Whether the darkness nade should explode again once the dark field dissipated" -set g_nades_darkness_teamcheck 2 "0 = blinds everyone including the player who threw the nade, 1 = blinds enemies and teammates, 2 = blinds only enemies" +set g_nades_darkness_time 4 "how long the dark field will last" +set g_nades_darkness_explode 0 "whether the darkness nade should explode again once the dark field dissipated" +set g_nades_darkness_teamcheck 2 "\"0\" = blinds everyone including the player who threw the nade, \"1\" = blinds enemies and teammates, \"2\" = blinds only enemies" // ============ // camp check @@ -325,7 +325,7 @@ set g_campcheck_typecheck 0 "damage campers who are typing" // new toys // ========== set g_new_toys 1 "Mutator 'New Toys': enable extra fun guns" // script-ignore -set g_new_toys_autoreplace 0 "0 = never replace, 1 = always auto replace guns by available new toys, 2 = randomly auto replace guns by available new toys" +set g_new_toys_autoreplace 0 "\"0\" = never replace, \"1\" = always auto replace guns by available new toys, \"2\" = randomly auto replace guns by available new toys" set g_new_toys_use_pickupsound 0 "play the 'new toys, new toys!' roflsound when picking up a new toys weapon" @@ -461,10 +461,10 @@ set g_breakablehook_owner 0 "allow owner to break their own Hook" // multijump // =========== seta cl_multijump -1 "allow multijump mutator; \"-1\" = server decides whether it's enabled" -set g_multijump 0 "Number of multiple jumps to allow (jumping again in the air); \"-1\" = allow infinite jumps" -set g_multijump_client 1 "If the client sets cl_multijump to \"-1\", this setting is used for them as a default" -set g_multijump_add 0 "0 = make the current Z velocity equal to jumpvelocity, 1 = add jumpvelocity to the current Z velocity" -set g_multijump_speed -999999 "Minimum vertical speed a player must have in order to jump again" +set g_multijump 0 "number of multiple jumps to allow (jumping again in the air); \"-1\" = allow infinite jumps" +set g_multijump_client 1 "if the client sets cl_multijump to \"-1\", this setting is used for them as a default" +set g_multijump_add 0 "\"0\" = make the current Z velocity equal to jumpvelocity, \"1\" = add jumpvelocity to the current Z velocity" +set g_multijump_speed -999999 "minimum vertical speed a player must have in order to jump again" set g_multijump_maxspeed 0 set g_multijump_dodging 1 @@ -472,11 +472,11 @@ set g_multijump_dodging 1 // =========== // wall jump // =========== -set g_walljump 0 "Enable wall jumping mutator" -set g_walljump_delay 1 "Minimum delay between wall jumps" -set g_walljump_force 300 "How far to bounce/jump off the wall" -set g_walljump_velocity_xy_factor 1.15 "How much to slow down along the horizontal axis, higher value means higher deceleration, if factor is < 1, you accelerate by wall jumping" -set g_walljump_velocity_z_factor 0.5 "Upwards velocity factor, multiplied by normal jump velocity" +set g_walljump 0 "enable wall jumping mutator" +set g_walljump_delay 1 "minimum delay between wall jumps" +set g_walljump_force 300 "how far to bounce/jump off the wall" +set g_walljump_velocity_xy_factor 1.15 "how much to slow down along the horizontal axis, higher value means higher deceleration, if factor is < 1, you accelerate by wall jumping" +set g_walljump_velocity_z_factor 0.5 "upwards velocity factor, multiplied by normal jump velocity" // =============== @@ -484,8 +484,8 @@ set g_walljump_velocity_z_factor 0.5 "Upwards velocity factor, multiplied by nor // =============== set g_globalforces 0 "enable global forces, so that knockback affects everyone" set g_globalforces_noself 1 "ignore self damage" -set g_globalforces_self 1 "Global forces knockback self scale" -set g_globalforces_range 1000 "Global forces max range of effect" +set g_globalforces_self 1 "global forces knockback self scale" +set g_globalforces_range 1000 "global forces max range of effect" // ========= // bugrigs @@ -509,36 +509,36 @@ set g_bugrigs_steer 1 "steering amount" // ============== // running guns // ============== -set g_running_guns 0 "... or wonder, till it drives you mad, what would have followed if you had." +set g_running_guns 0 "... or wonder, till it drives you mad, what would have followed if you had" // ================== // dynamic handicap // ================== -set g_dynamic_handicap 0 "enable dynamic handicap." -set g_dynamic_handicap_scale 0.2 "The scale of the handicap. Larger values mean more penalties for strong players and more buffs for weak players." -set g_dynamic_handicap_exponent 1 "The exponent used to calculate handicap; \"1\" means linear scale, values > 1 mean stronger non-linear handicap, values < 1 mean weaker non-linear handicap" -set g_dynamic_handicap_min 0 "The minimum value of the handicap." -set g_dynamic_handicap_max 0 "The maximum value of the handicap." +set g_dynamic_handicap 0 "enable dynamic handicap" +set g_dynamic_handicap_scale 0.2 "the scale of the handicap. larger values mean more penalties for strong players and more buffs for weak players" +set g_dynamic_handicap_exponent 1 "the exponent used to calculate handicap; \"1\" means linear scale, values > 1 mean stronger non-linear handicap, values < 1 mean weaker non-linear handicap" +set g_dynamic_handicap_min 0 "the minimum value of the handicap" +set g_dynamic_handicap_max 0 "the maximum value of the handicap" // =============== // kick teamkiller // =============== -set g_kick_teamkiller_rate 0 "Limit for teamkills per minute before the client gets dropped; \"0\" = teamkillers don't get kicked automatically" -set g_kick_teamkiller_lower_limit 5 "Minimum number of teamkills before the teamkill rate is considered" +set g_kick_teamkiller_rate 0 "limit for teamkills per minute before the client gets dropped; \"0\" = teamkillers don't get kicked automatically" +set g_kick_teamkiller_lower_limit 5 "minimum number of teamkills before the teamkill rate is considered" // ===================== // stale-move negation // ===================== set g_smneg 0 "enable stale-move negation, penalizing repeated use of the same weapon" set g_smneg_bonus 1 "allow weapons to become stronger than their baseline" -set g_smneg_bonus_asymptote 4 "Stale-move negation damage is infinity at this bonus level" -set g_smneg_cooldown_factor 0.25 "Stale-move negation penalty cooldown factor" +set g_smneg_bonus_asymptote 4 "stale-move negation damage is infinity at this bonus level" +set g_smneg_cooldown_factor 0.25 "stale-move negation penalty cooldown factor" // ============== // random items // ============== -set g_random_items 0 "enable random items." -set g_random_loot 0 "enable random loot." +set g_random_items 0 "enable random items" +set g_random_loot 0 "enable random loot" exec randomitems-xonotic.cfg // =============== diff --git a/randomitems-overkill.cfg b/randomitems-overkill.cfg index e2a2617e5..b38a4cb80 100644 --- a/randomitems-overkill.cfg +++ b/randomitems-overkill.cfg @@ -2,20 +2,20 @@ // Map items -set g_random_items_item_health_mega_probability 1 "Probability of random mega health spawning in the map during overkill." -set g_random_items_item_armor_small_probability 10 "Probability of random small armor spawning in the map during overkill." -set g_random_items_item_armor_medium_probability 4 "Probability of random medium armor spawning in the map during overkill." -set g_random_items_item_armor_big_probability 2 "Probability of random big armor spawning in the map during overkill." -set g_random_items_item_armor_mega_probability 1 "Probability of random mega armor spawning in the map during overkill." -set g_random_items_weapon_okhmg_probability 0.5 "Probability of random overkill HMG spawning in the map during overkill." -set g_random_items_weapon_okrpc_probability 0.5 "Probability of random overkill RPC spawning in the map during overkill." +set g_random_items_item_health_mega_probability 1 "probability of random mega health spawning in the map during overkill" +set g_random_items_item_armor_small_probability 10 "probability of random small armor spawning in the map during overkill" +set g_random_items_item_armor_medium_probability 4 "probability of random medium armor spawning in the map during overkill" +set g_random_items_item_armor_big_probability 2 "probability of random big armor spawning in the map during overkill" +set g_random_items_item_armor_mega_probability 1 "probability of random mega armor spawning in the map during overkill" +set g_random_items_weapon_okhmg_probability 0.5 "probability of random overkill HMG spawning in the map during overkill" +set g_random_items_weapon_okrpc_probability 0.5 "probability of random overkill RPC spawning in the map during overkill" // Loot -set g_random_loot_item_health_mega_probability 1 "Probability of random mega health spawning as loot during overkill." -set g_random_loot_item_armor_small_probability 10 "Probability of random small armor spawning as loot during overkill." -set g_random_loot_item_armor_medium_probability 4 "Probability of random medium armor spawning as loot during overkill." -set g_random_loot_item_armor_big_probability 2 "Probability of random big armor spawning as loot during overkill." -set g_random_loot_item_armor_mega_probability 1 "Probability of random mega armor spawning as loot during overkill." -set g_random_loot_weapon_okhmg_probability 1 "Probability of random overkill HMG spawning as loot during overkill." -set g_random_loot_weapon_okrpc_probability 1 "Probability of random overkill RPC spawning as loot during overkill." +set g_random_loot_item_health_mega_probability 1 "probability of random mega health spawning as loot during overkill" +set g_random_loot_item_armor_small_probability 10 "probability of random small armor spawning as loot during overkill" +set g_random_loot_item_armor_medium_probability 4 "probability of random medium armor spawning as loot during overkill" +set g_random_loot_item_armor_big_probability 2 "probability of random big armor spawning as loot during overkill" +set g_random_loot_item_armor_mega_probability 1 "probability of random mega armor spawning as loot during overkill" +set g_random_loot_weapon_okhmg_probability 1 "probability of random overkill HMG spawning as loot during overkill" +set g_random_loot_weapon_okrpc_probability 1 "probability of random overkill RPC spawning as loot during overkill" diff --git a/randomitems-xonotic.cfg b/randomitems-xonotic.cfg index 4e7b54478..5e4b16a66 100644 --- a/randomitems-xonotic.cfg +++ b/randomitems-xonotic.cfg @@ -2,164 +2,164 @@ // Map items -set g_random_items_replace_item_health_small "random" "Classnames to replace small health with." -set g_random_items_replace_item_health_medium "random" "Classnames to replace medium health with." -set g_random_items_replace_item_health_big "random" "Classnames to replace big health with." -set g_random_items_replace_item_health_mega "random" "Classnames to replace mega health with." -set g_random_items_replace_item_armor_small "random" "Classnames to replace small armor with." -set g_random_items_replace_item_armor_medium "random" "Classnames to replace medium armor with." -set g_random_items_replace_item_armor_big "random" "Classnames to replace big armor with." -set g_random_items_replace_item_armor_mega "random" "Classnames to replace mega armor with." -set g_random_items_replace_item_shells "random" "Classnames to replace shells with." -set g_random_items_replace_item_bullets "random" "Classnames to replace bullets with." -set g_random_items_replace_item_rockets "random" "Classnames to replace rockets with." -set g_random_items_replace_item_cells "random" "Classnames to replace cells with." -set g_random_items_replace_item_fuel "random" "Classnames to replace fuel with." -set g_random_items_replace_weapon_blaster "random" "Classnames to replace Blaster with." -set g_random_items_replace_weapon_shotgun "random" "Classnames to replace Shotgun with." -set g_random_items_replace_weapon_machinegun "random" "Classnames to replace Machinegun with." -set g_random_items_replace_weapon_mortar "random" "Classnames to replace Mortar with." -set g_random_items_replace_weapon_electro "random" "Classnames to replace Electro with." -set g_random_items_replace_weapon_crylink "random" "Classnames to replace Crylink with." -set g_random_items_replace_weapon_vortex "random" "Classnames to replace Vortex with." -set g_random_items_replace_weapon_hagar "random" "Classnames to replace Hagar with." -set g_random_items_replace_weapon_devastator "random" "Classnames to replace Devastator with." -set g_random_items_replace_weapon_shockwave "random" "Classnames to replace Shockwave with." -set g_random_items_replace_weapon_arc "random" "Classnames to replace Arc with." -set g_random_items_replace_weapon_hook "random" "Classnames to replace Hook with." -set g_random_items_replace_weapon_tuba "random" "Classnames to replace Tuba with." -set g_random_items_replace_weapon_okshotgun "random" "Classnames to replace Overkill Shotgun with." -set g_random_items_replace_weapon_okmachinegun "random" "Classnames to replace Overkill Machinegun with." -set g_random_items_replace_weapon_oknex "random" "Classnames to replace Overkill Nex with." -set g_random_items_replace_weapon_porto "random" "Classnames to replace Port-o-Launch with." -set g_random_items_replace_weapon_fireball "random" "Classnames to replace Fireball with." -set g_random_items_replace_weapon_minelayer "random" "Classnames to replace Mine Layer with." -set g_random_items_replace_weapon_hlac "random" "Classnames to replace HLAC with." -set g_random_items_replace_weapon_rifle "random" "Classnames to replace Rifle with." -set g_random_items_replace_weapon_seeker "random" "Classnames to replace TAG Seeker with." -set g_random_items_replace_weapon_vaporizer "random" "Classnames to replace Vaporizer with." -set g_random_items_replace_weapon_okhmg "random" "Classnames to replace Overkill HMG with." -set g_random_items_replace_weapon_okrpc "random" "Classnames to replace Overkill RPC with." -set g_random_items_replace_item_strength "random" "Classnames to replace Strength with." -set g_random_items_replace_item_shield "random" "Classnames to replace Shield with." -set g_random_items_replace_item_fuel_regen "random" "Classnames to replace Fuel Regeneration with." -set g_random_items_replace_item_jetpack "random" "Classnames to replace Jetpack with." -set g_random_items_replace_item_vaporizer_cells "random" "Classnames to replace Vaporizer cells with." -set g_random_items_replace_item_invisibility "random" "Classnames to replace Invisibility with." -set g_random_items_replace_item_extralife "random" "Classnames to replace Extra Life with." -set g_random_items_replace_item_speed "random" "Classnames to replace Speed with." -set g_random_items_health_probability 1 "Probability of random health items spawning in the map." -set g_random_items_armor_probability 1 "Probability of random armor items spawning in the map." -set g_random_items_resource_probability 1 "Probability of random resource items spawning in the map." -set g_random_items_weapon_probability 1 "Probability of random weapons spawning in the map." -set g_random_items_powerup_probability 0.15 "Probability of random powerups spawning in the map." -set g_random_items_item_health_small_probability 10 "Probability of random small health spawning in the map." -set g_random_items_item_health_medium_probability 4 "Probability of random medium health spawning in the map." -set g_random_items_item_health_big_probability 2 "Probability of random big health spawning in the map." -set g_random_items_item_health_mega_probability 1 "Probability of random mega health spawning in the map." -set g_random_items_item_armor_small_probability 10 "Probability of random small armor spawning in the map." -set g_random_items_item_armor_medium_probability 4 "Probability of random medium armor spawning in the map." -set g_random_items_item_armor_big_probability 2 "Probability of random big armor spawning in the map." -set g_random_items_item_armor_mega_probability 1 "Probability of random mega armor spawning in the map." -set g_random_items_item_shells_probability 1 "Probability of random shells spawning in the map." -set g_random_items_item_bullets_probability 1 "Probability of random bullets spawning in the map." -set g_random_items_item_rockets_probability 1 "Probability of random rockets spawning in the map." -set g_random_items_item_cells_probability 1 "Probability of random cells spawning in the map." -set g_random_items_item_fuel_probability 0 "Probability of random fuel spawning in the map." -set g_random_items_weapon_blaster_probability 0 "Probability of random Blaster spawning in the map." -set g_random_items_weapon_shotgun_probability 0 "Probability of random Shotgun spawning in the map." -set g_random_items_weapon_machinegun_probability 1 "Probability of random Machinegun spawning in the map." -set g_random_items_weapon_mortar_probability 1 "Probability of random Mortar spawning in the map." -set g_random_items_weapon_electro_probability 1 "Probability of random Electro spawning in the map." -set g_random_items_weapon_crylink_probability 1 "Probability of random Crylink spawning in the map." -set g_random_items_weapon_vortex_probability 1 "Probability of random Vortex spawning in the map." -set g_random_items_weapon_hagar_probability 1 "Probability of random Hagar spawning in the map." -set g_random_items_weapon_devastator_probability 1 "Probability of random Devastator spawning in the map." -set g_random_items_weapon_shockwave_probability 0 "Probability of random Shockwave spawning in the map." -set g_random_items_weapon_arc_probability 0 "Probability of random Arc spawning in the map." -set g_random_items_weapon_hook_probability 0 "Probability of random Hook spawning in the map." -set g_random_items_weapon_tuba_probability 0 "Probability of random Tuba spawning in the map." -set g_random_items_weapon_okshotgun_probability 0 "Probability of random Overkill Shotgun spawning in the map." -set g_random_items_weapon_okmachinegun_probability 0 "Probability of random Overkill Machinegun spawning in the map." -set g_random_items_weapon_oknex_probability 0 "Probability of random Overkill Nex spawning in the map." -set g_random_items_weapon_porto_probability 0 "Probability of random Port-o-Launch spawning in the map." -set g_random_items_weapon_fireball_probability 0 "Probability of random Fireball spawning in the map." -set g_random_items_weapon_minelayer_probability 0 "Probability of random Mine Layer spawning in the map." -set g_random_items_weapon_hlac_probability 0 "Probability of random HLAC spawning in the map." -set g_random_items_weapon_rifle_probability 0 "Probability of random Rifle spawning in the map." -set g_random_items_weapon_seeker_probability 0 "Probability of random TAG Seeker spawning in the map." -set g_random_items_weapon_vaporizer_probability 0 "Probability of random Vaporizer spawning in the map." -set g_random_items_weapon_okshotgun_probability 0 "Probability of random Overkill Shotgun spawning in the map." -set g_random_items_weapon_okmachinegun_probability 0 "Probability of random Overkill Machinegun spawning in the map." -set g_random_items_weapon_oknex_probability 0 "Probability of random Overkill Nex spawning in the map." -set g_random_items_weapon_okhmg_probability 0 "Probability of random Overkill HMG spawning in the map." -set g_random_items_weapon_okrpc_probability 0 "Probability of random Overkill RPC spawning in the map." -set g_random_items_item_strength_probability 1 "Probability of random Strength spawning in the map." -set g_random_items_item_shield_probability 1 "Probability of random Shield spawning in the map." -set g_random_items_item_fuel_regen_probability 0 "Probability of random Fuel Regeneration spawning in the map." -set g_random_items_item_jetpack_probability 0 "Probability of random Jetpack spawning in the map." -set g_random_items_item_vaporizer_cells_probability 20 "Probability of random Vaporizer cells spawning in the map." -set g_random_items_item_invisibility_probability 1 "Probability of random Invisibility spawning in the map." -set g_random_items_item_extralife_probability 1 "Probability of random Extra Life spawning in the map." -set g_random_items_item_speed_probability 1 "Probability of random Speed spawning in the map." +set g_random_items_replace_item_health_small "random" "classnames to replace small health with" +set g_random_items_replace_item_health_medium "random" "classnames to replace medium health with" +set g_random_items_replace_item_health_big "random" "classnames to replace big health with" +set g_random_items_replace_item_health_mega "random" "classnames to replace mega health with" +set g_random_items_replace_item_armor_small "random" "classnames to replace small armor with" +set g_random_items_replace_item_armor_medium "random" "classnames to replace medium armor with" +set g_random_items_replace_item_armor_big "random" "classnames to replace big armor with" +set g_random_items_replace_item_armor_mega "random" "classnames to replace mega armor with" +set g_random_items_replace_item_shells "random" "classnames to replace shells with" +set g_random_items_replace_item_bullets "random" "classnames to replace bullets with" +set g_random_items_replace_item_rockets "random" "classnames to replace rockets with" +set g_random_items_replace_item_cells "random" "classnames to replace cells with" +set g_random_items_replace_item_fuel "random" "classnames to replace fuel with" +set g_random_items_replace_weapon_blaster "random" "classnames to replace Blaster with" +set g_random_items_replace_weapon_shotgun "random" "classnames to replace Shotgun with" +set g_random_items_replace_weapon_machinegun "random" "classnames to replace Machinegun with" +set g_random_items_replace_weapon_mortar "random" "classnames to replace Mortar with" +set g_random_items_replace_weapon_electro "random" "classnames to replace Electro with" +set g_random_items_replace_weapon_crylink "random" "classnames to replace Crylink with" +set g_random_items_replace_weapon_vortex "random" "classnames to replace Vortex with" +set g_random_items_replace_weapon_hagar "random" "classnames to replace Hagar with" +set g_random_items_replace_weapon_devastator "random" "classnames to replace Devastator with" +set g_random_items_replace_weapon_shockwave "random" "classnames to replace Shockwave with" +set g_random_items_replace_weapon_arc "random" "classnames to replace Arc with" +set g_random_items_replace_weapon_hook "random" "classnames to replace Hook with" +set g_random_items_replace_weapon_tuba "random" "classnames to replace Tuba with" +set g_random_items_replace_weapon_okshotgun "random" "classnames to replace Overkill Shotgun with" +set g_random_items_replace_weapon_okmachinegun "random" "classnames to replace Overkill Machinegun with" +set g_random_items_replace_weapon_oknex "random" "classnames to replace Overkill Nex with" +set g_random_items_replace_weapon_porto "random" "classnames to replace Port-o-Launch with" +set g_random_items_replace_weapon_fireball "random" "classnames to replace Fireball with" +set g_random_items_replace_weapon_minelayer "random" "classnames to replace Mine Layer with" +set g_random_items_replace_weapon_hlac "random" "classnames to replace HLAC with" +set g_random_items_replace_weapon_rifle "random" "classnames to replace Rifle with" +set g_random_items_replace_weapon_seeker "random" "classnames to replace TAG Seeker with" +set g_random_items_replace_weapon_vaporizer "random" "classnames to replace Vaporizer with" +set g_random_items_replace_weapon_okhmg "random" "classnames to replace Overkill HMG with" +set g_random_items_replace_weapon_okrpc "random" "classnames to replace Overkill RPC with" +set g_random_items_replace_item_strength "random" "classnames to replace Strength with" +set g_random_items_replace_item_shield "random" "classnames to replace Shield with" +set g_random_items_replace_item_fuel_regen "random" "classnames to replace Fuel Regeneration with" +set g_random_items_replace_item_jetpack "random" "classnames to replace Jetpack with" +set g_random_items_replace_item_vaporizer_cells "random" "classnames to replace Vaporizer cells with" +set g_random_items_replace_item_invisibility "random" "classnames to replace Invisibility with" +set g_random_items_replace_item_extralife "random" "classnames to replace Extra Life with" +set g_random_items_replace_item_speed "random" "classnames to replace Speed with" +set g_random_items_health_probability 1 "probability of random health items spawning in the map" +set g_random_items_armor_probability 1 "probability of random armor items spawning in the map" +set g_random_items_resource_probability 1 "probability of random resource items spawning in the map" +set g_random_items_weapon_probability 1 "probability of random weapons spawning in the map" +set g_random_items_powerup_probability 0.15 "probability of random powerups spawning in the map" +set g_random_items_item_health_small_probability 10 "probability of random small health spawning in the map" +set g_random_items_item_health_medium_probability 4 "probability of random medium health spawning in the map" +set g_random_items_item_health_big_probability 2 "probability of random big health spawning in the map" +set g_random_items_item_health_mega_probability 1 "probability of random mega health spawning in the map" +set g_random_items_item_armor_small_probability 10 "probability of random small armor spawning in the map" +set g_random_items_item_armor_medium_probability 4 "probability of random medium armor spawning in the map" +set g_random_items_item_armor_big_probability 2 "probability of random big armor spawning in the map" +set g_random_items_item_armor_mega_probability 1 "probability of random mega armor spawning in the map" +set g_random_items_item_shells_probability 1 "probability of random shells spawning in the map" +set g_random_items_item_bullets_probability 1 "probability of random bullets spawning in the map" +set g_random_items_item_rockets_probability 1 "probability of random rockets spawning in the map" +set g_random_items_item_cells_probability 1 "probability of random cells spawning in the map" +set g_random_items_item_fuel_probability 0 "probability of random fuel spawning in the map" +set g_random_items_weapon_blaster_probability 0 "probability of random Blaster spawning in the map" +set g_random_items_weapon_shotgun_probability 0 "probability of random Shotgun spawning in the map" +set g_random_items_weapon_machinegun_probability 1 "probability of random Machinegun spawning in the map" +set g_random_items_weapon_mortar_probability 1 "probability of random Mortar spawning in the map" +set g_random_items_weapon_electro_probability 1 "probability of random Electro spawning in the map" +set g_random_items_weapon_crylink_probability 1 "probability of random Crylink spawning in the map" +set g_random_items_weapon_vortex_probability 1 "probability of random Vortex spawning in the map" +set g_random_items_weapon_hagar_probability 1 "probability of random Hagar spawning in the map" +set g_random_items_weapon_devastator_probability 1 "probability of random Devastator spawning in the map" +set g_random_items_weapon_shockwave_probability 0 "probability of random Shockwave spawning in the map" +set g_random_items_weapon_arc_probability 0 "probability of random Arc spawning in the map" +set g_random_items_weapon_hook_probability 0 "probability of random Hook spawning in the map" +set g_random_items_weapon_tuba_probability 0 "probability of random Tuba spawning in the map" +set g_random_items_weapon_okshotgun_probability 0 "probability of random Overkill Shotgun spawning in the map" +set g_random_items_weapon_okmachinegun_probability 0 "probability of random Overkill Machinegun spawning in the map" +set g_random_items_weapon_oknex_probability 0 "probability of random Overkill Nex spawning in the map" +set g_random_items_weapon_porto_probability 0 "probability of random Port-o-Launch spawning in the map" +set g_random_items_weapon_fireball_probability 0 "probability of random Fireball spawning in the map" +set g_random_items_weapon_minelayer_probability 0 "probability of random Mine Layer spawning in the map" +set g_random_items_weapon_hlac_probability 0 "probability of random HLAC spawning in the map" +set g_random_items_weapon_rifle_probability 0 "probability of random Rifle spawning in the map" +set g_random_items_weapon_seeker_probability 0 "probability of random TAG Seeker spawning in the map" +set g_random_items_weapon_vaporizer_probability 0 "probability of random Vaporizer spawning in the map" +set g_random_items_weapon_okshotgun_probability 0 "probability of random Overkill Shotgun spawning in the map" +set g_random_items_weapon_okmachinegun_probability 0 "probability of random Overkill Machinegun spawning in the map" +set g_random_items_weapon_oknex_probability 0 "probability of random Overkill Nex spawning in the map" +set g_random_items_weapon_okhmg_probability 0 "probability of random Overkill HMG spawning in the map" +set g_random_items_weapon_okrpc_probability 0 "probability of random Overkill RPC spawning in the map" +set g_random_items_item_strength_probability 1 "probability of random Strength spawning in the map" +set g_random_items_item_shield_probability 1 "probability of random Shield spawning in the map" +set g_random_items_item_fuel_regen_probability 0 "probability of random Fuel Regeneration spawning in the map" +set g_random_items_item_jetpack_probability 0 "probability of random Jetpack spawning in the map" +set g_random_items_item_vaporizer_cells_probability 20 "probability of random Vaporizer cells spawning in the map" +set g_random_items_item_invisibility_probability 1 "probability of random Invisibility spawning in the map" +set g_random_items_item_extralife_probability 1 "probability of random Extra Life spawning in the map" +set g_random_items_item_speed_probability 1 "probability of random Speed spawning in the map" // Loot -set g_random_loot_min 0 "Minimum amount of loot items." -set g_random_loot_max 4 "Maximum amount of loot items." -set g_random_loot_time 10 "Amount of time the loot will stay in seconds." -set g_random_loot_spread 200 "How far can loot be thrown." -set g_random_loot_health_probability 1 "Probability of random health items spawning as loot." -set g_random_loot_armor_probability 1 "Probability of random armor items spawning as loot." -set g_random_loot_resource_probability 1 "Probability of random ammo items spawning as loot." -set g_random_loot_weapon_probability 1 "Probability of random weapons spawning as loot." -set g_random_loot_powerup_probability 0.2 "Probability of random powerups spawning as loot." -set g_random_loot_item_health_small_probability 4 "Probability of random small health spawning as loot." -set g_random_loot_item_health_medium_probability 3 "Probability of random medium health spawning as loot." -set g_random_loot_item_health_big_probability 2 "Probability of random big health spawning as loot." -set g_random_loot_item_health_mega_probability 1 "Probability of random mega health spawning as loot." -set g_random_loot_item_armor_small_probability 4 "Probability of random small armor spawning as loot." -set g_random_loot_item_armor_medium_probability 3 "Probability of random medium armor spawning as loot." -set g_random_loot_item_armor_big_probability 2 "Probability of random big armor spawning as loot." -set g_random_loot_item_armor_mega_probability 1 "Probability of random mega armor spawning as loot." -set g_random_loot_item_shells_probability 1 "Probability of random shells spawning as loot." -set g_random_loot_item_bullets_probability 1 "Probability of random bullets spawning as loot." -set g_random_loot_item_rockets_probability 1 "Probability of random rockets spawning as loot." -set g_random_loot_item_cells_probability 1 "Probability of random cells spawning as loot." -set g_random_loot_item_fuel_probability 0 "Probability of random fuel spawning as loot." -set g_random_loot_weapon_blaster_probability 0 "Probability of random Blaster spawning as loot." -set g_random_loot_weapon_shotgun_probability 0 "Probability of random Shotgun spawning as loot." -set g_random_loot_weapon_machinegun_probability 1 "Probability of random Machinegun spawning as loot." -set g_random_loot_weapon_mortar_probability 1 "Probability of random Mortar spawning as loot." -set g_random_loot_weapon_electro_probability 1 "Probability of random Electro spawning as loot." -set g_random_loot_weapon_crylink_probability 1 "Probability of random Crylink spawning as loot." -set g_random_loot_weapon_vortex_probability 1 "Probability of random Vortex spawning as loot." -set g_random_loot_weapon_hagar_probability 1 "Probability of random Hagar spawning as loot." -set g_random_loot_weapon_devastator_probability 1 "Probability of random Devastator spawning as loot." -set g_random_loot_weapon_shockwave_probability 0 "Probability of random Shockwave spawning as loot." -set g_random_loot_weapon_arc_probability 0 "Probability of random Arc spawning as loot." -set g_random_loot_weapon_hook_probability 0 "Probability of random Hook spawning as loot." -set g_random_loot_weapon_tuba_probability 0 "Probability of random Tuba spawning as loot." -set g_random_loot_weapon_okshotgun_probability 0 "Probability of random Overkill Shotgun spawning as loot." -set g_random_loot_weapon_okmachinegun_probability 0 "Probability of random Overkill Machinegun spawning as loot." -set g_random_loot_weapon_oknex_probability 0 "Probability of random Overkill Nex spawning as loot." -set g_random_loot_weapon_porto_probability 0 "Probability of random Port-o-Launch spawning as loot." -set g_random_loot_weapon_fireball_probability 0 "Probability of random Fireball spawning as loot." -set g_random_loot_weapon_minelayer_probability 0 "Probability of random Mine Layer spawning as loot." -set g_random_loot_weapon_hlac_probability 0 "Probability of random HLAC spawning as loot." -set g_random_loot_weapon_rifle_probability 0 "Probability of random Rifle spawning as loot." -set g_random_loot_weapon_seeker_probability 0 "Probability of random TAG Seeker spawning as loot." -set g_random_loot_weapon_vaporizer_probability 0 "Probability of random Vaporizer spawning as loot." -set g_random_loot_weapon_okshotgun_probability 0 "Probability of random Overkill Shotgun spawning as loot." -set g_random_loot_weapon_okmachinegun_probability 0 "Probability of random Overkill Machinegun spawning as loot." -set g_random_loot_weapon_oknex_probability 0 "Probability of random Overkill Nex spawning as loot." -set g_random_loot_weapon_okhmg_probability 0 "Probability of random Overkill HMG spawning as loot." -set g_random_loot_weapon_okrpc_probability 0 "Probability of random Overkill RPC spawning as loot." -set g_random_loot_item_strength_probability 1 "Probability of random Strength spawning as loot." -set g_random_loot_item_shield_probability 1 "Probability of random Shield spawning as loot." -set g_random_loot_item_fuel_regen_probability 0 "Probability of random Fuel Regeneration spawning as loot." -set g_random_loot_item_jetpack_probability 0 "Probability of random Jetpack spawning as loot." -set g_random_loot_item_vaporizer_cells_probability 20 "Probability of random Vaporizer cells spawning as loot." -set g_random_loot_item_invisibility_probability 1 "Probability of random Invisibility spawning as loot." -set g_random_loot_item_extralife_probability 1 "Probability of random Extra Life spawning as loot." -set g_random_loot_item_speed_probability 1 "Probability of random Speed spawning as loot." +set g_random_loot_min 0 "minimum amount of loot items" +set g_random_loot_max 4 "maximum amount of loot items" +set g_random_loot_time 10 "amount of time the loot will stay in seconds" +set g_random_loot_spread 200 "how far can loot be thrown" +set g_random_loot_health_probability 1 "probability of random health items spawning as loot" +set g_random_loot_armor_probability 1 "probability of random armor items spawning as loot" +set g_random_loot_resource_probability 1 "probability of random ammo items spawning as loot" +set g_random_loot_weapon_probability 1 "probability of random weapons spawning as loot" +set g_random_loot_powerup_probability 0.2 "probability of random powerups spawning as loot" +set g_random_loot_item_health_small_probability 4 "probability of random small health spawning as loot" +set g_random_loot_item_health_medium_probability 3 "probability of random medium health spawning as loot" +set g_random_loot_item_health_big_probability 2 "probability of random big health spawning as loot" +set g_random_loot_item_health_mega_probability 1 "probability of random mega health spawning as loot" +set g_random_loot_item_armor_small_probability 4 "probability of random small armor spawning as loot" +set g_random_loot_item_armor_medium_probability 3 "probability of random medium armor spawning as loot" +set g_random_loot_item_armor_big_probability 2 "probability of random big armor spawning as loot" +set g_random_loot_item_armor_mega_probability 1 "probability of random mega armor spawning as loot" +set g_random_loot_item_shells_probability 1 "probability of random shells spawning as loot" +set g_random_loot_item_bullets_probability 1 "probability of random bullets spawning as loot" +set g_random_loot_item_rockets_probability 1 "probability of random rockets spawning as loot" +set g_random_loot_item_cells_probability 1 "probability of random cells spawning as loot" +set g_random_loot_item_fuel_probability 0 "probability of random fuel spawning as loot" +set g_random_loot_weapon_blaster_probability 0 "probability of random Blaster spawning as loot" +set g_random_loot_weapon_shotgun_probability 0 "probability of random Shotgun spawning as loot" +set g_random_loot_weapon_machinegun_probability 1 "probability of random Machinegun spawning as loot" +set g_random_loot_weapon_mortar_probability 1 "probability of random Mortar spawning as loot" +set g_random_loot_weapon_electro_probability 1 "probability of random Electro spawning as loot" +set g_random_loot_weapon_crylink_probability 1 "probability of random Crylink spawning as loot" +set g_random_loot_weapon_vortex_probability 1 "probability of random Vortex spawning as loot" +set g_random_loot_weapon_hagar_probability 1 "probability of random Hagar spawning as loot" +set g_random_loot_weapon_devastator_probability 1 "probability of random Devastator spawning as loot" +set g_random_loot_weapon_shockwave_probability 0 "probability of random Shockwave spawning as loot" +set g_random_loot_weapon_arc_probability 0 "probability of random Arc spawning as loot" +set g_random_loot_weapon_hook_probability 0 "probability of random Hook spawning as loot" +set g_random_loot_weapon_tuba_probability 0 "probability of random Tuba spawning as loot" +set g_random_loot_weapon_okshotgun_probability 0 "probability of random Overkill Shotgun spawning as loot" +set g_random_loot_weapon_okmachinegun_probability 0 "probability of random Overkill Machinegun spawning as loot" +set g_random_loot_weapon_oknex_probability 0 "probability of random Overkill Nex spawning as loot" +set g_random_loot_weapon_porto_probability 0 "probability of random Port-o-Launch spawning as loot" +set g_random_loot_weapon_fireball_probability 0 "probability of random Fireball spawning as loot" +set g_random_loot_weapon_minelayer_probability 0 "probability of random Mine Layer spawning as loot" +set g_random_loot_weapon_hlac_probability 0 "probability of random HLAC spawning as loot" +set g_random_loot_weapon_rifle_probability 0 "probability of random Rifle spawning as loot" +set g_random_loot_weapon_seeker_probability 0 "probability of random TAG Seeker spawning as loot" +set g_random_loot_weapon_vaporizer_probability 0 "probability of random Vaporizer spawning as loot" +set g_random_loot_weapon_okshotgun_probability 0 "probability of random Overkill Shotgun spawning as loot" +set g_random_loot_weapon_okmachinegun_probability 0 "probability of random Overkill Machinegun spawning as loot" +set g_random_loot_weapon_oknex_probability 0 "probability of random Overkill Nex spawning as loot" +set g_random_loot_weapon_okhmg_probability 0 "probability of random Overkill HMG spawning as loot" +set g_random_loot_weapon_okrpc_probability 0 "probability of random Overkill RPC spawning as loot" +set g_random_loot_item_strength_probability 1 "probability of random Strength spawning as loot" +set g_random_loot_item_shield_probability 1 "probability of random Shield spawning as loot" +set g_random_loot_item_fuel_regen_probability 0 "probability of random Fuel Regeneration spawning as loot" +set g_random_loot_item_jetpack_probability 0 "probability of random Jetpack spawning as loot" +set g_random_loot_item_vaporizer_cells_probability 20 "probability of random Vaporizer cells spawning as loot" +set g_random_loot_item_invisibility_probability 1 "probability of random Invisibility spawning as loot" +set g_random_loot_item_extralife_probability 1 "probability of random Extra Life spawning as loot" +set g_random_loot_item_speed_probability 1 "probability of random Speed spawning as loot" diff --git a/vehicles.cfg b/vehicles.cfg index 4b476a534..fdc73b445 100644 --- a/vehicles.cfg +++ b/vehicles.cfg @@ -125,7 +125,7 @@ set g_vehicle_racer_friction 0.45 set g_vehicle_racer_water_time 5 -set g_vehicle_racer_hovertype 0 "0 = hover, otherwise maglev" +set g_vehicle_racer_hovertype 0 "\"0\" = hover, otherwise maglev" set g_vehicle_racer_hoverpower 8000 "this is multiplied by 4 for the 4 engines" set g_vehicle_racer_turnroll 30 @@ -183,7 +183,7 @@ set g_vehicle_raptor_respawntime 40 set g_vehicle_raptor_takeofftime 1.5 -set g_vehicle_raptor_movestyle 1 "0: move relative to player angles, 1: ignore aiming for up/down movement" +set g_vehicle_raptor_movestyle 1 "\"0\" = move relative to player angles, \"1\" = ignore aiming for up/down movement" set g_vehicle_raptor_turnspeed 200 set g_vehicle_raptor_pitchspeed 50 set g_vehicle_raptor_pitchlimit 45 diff --git a/xonotic-client.cfg b/xonotic-client.cfg index 5c1f0ae51..61bc0be53 100644 --- a/xonotic-client.cfg +++ b/xonotic-client.cfg @@ -31,7 +31,7 @@ alias +show_info1 "menu_showwelcomedialog" alias -show_info1 "" alias +show_info +show_info$_menu_welcome_dialog_available alias -show_info -show_info$_menu_welcome_dialog_available -seta cl_welcome 1 "1 = show the Welcome dialog when connecting, 0 = show it only when +show_info keybind is pressed" +seta cl_welcome 1 "\"1\" = show the Welcome dialog when connecting, \"0\" = show it only when +show_info keybind is pressed" // merge lightmaps up to 2048x2048 textures mod_q3bsp_lightmapmergepower 4 @@ -52,7 +52,7 @@ seta cl_reticle_chase 0 "show the zoom reticle while in chase camera mode" fov 100 seta cl_velocityzoom_enabled 0 "velocity based zooming of FOV" seta cl_velocityzoom_factor 0 "factor of FOV zooming (negative values zoom out)" -seta cl_velocityzoom_type 3 "how to factor in speed; 1 = all velocity in all directions, 2 = velocity only in forward direction (can be negative), 3 = velocity only in forward direction (limited to forward only)" +seta cl_velocityzoom_type 3 "how to factor in speed; \"1\" = all velocity in all directions, \"2\" = velocity only in forward direction (can be negative), \"3\" = velocity only in forward direction (limited to forward only)" seta cl_velocityzoom_speed 1000 "target speed for FOV factoring" seta cl_velocityzoom_time 0.2 "time value for averaging speed values" seta cl_spawnzoom 1 "zoom effect immediately when a player spawns" @@ -60,15 +60,15 @@ seta cl_spawnzoom_speed 1 "speed at which zooming occurs while spawning" seta cl_spawnzoom_factor 2 "factor of zoom while spawning" seta cl_zoomfactor 5 "how much +zoom will zoom (1-30)" seta cl_zoomspeed 8 "how fast +zoom will zoom (0.5-16), negative values mean instant zoom" -seta cl_zoomsensitivity 0 "how zoom changes sensitivity; 0 = weakest, 1 = strongest" +seta cl_zoomsensitivity 0 "how zoom changes sensitivity; \"0\" = weakest, \"1\" = strongest" seta cl_unpress_zoom_on_spawn 1 "automatically unpress zoom when you spawn" seta cl_unpress_zoom_on_death 1 "automatically unpress zoom when you die (and don't allow zoom again while dead)" seta cl_unpress_zoom_on_weapon_switch 1 "automatically unpress zoom when you switch a weapon" seta cl_unpress_attack_on_weapon_switch 0 "automatically unpress fire and fire1 attack buttons when you switch a weapon" -seta cl_weapon_switch_reload 1 "When trying to switch to the currently held weapon, reload it" -seta cl_weapon_switch_fallback_to_impulse 1 "When trying to switch to a weapon that is not available, switch to an alternative from the same impulse" +seta cl_weapon_switch_reload 1 "when trying to switch to the currently held weapon, reload it" +seta cl_weapon_switch_fallback_to_impulse 1 "when trying to switch to a weapon that is not available, switch to an alternative from the same impulse" seta cl_spawn_event_particles 1 "pointparticles effect whenever a player spawns (if allowed by the server)" seta cl_spawn_event_sound 1 "sound effect whenever a player spawns (if allowed by the server)" @@ -138,8 +138,8 @@ set rpn_linear_to_sRGB "dup 1.0 2.4 div pow 1.055 mul 0.055 sub exch 12.92 mul d // q3map_skylight 9.32523632 3 alias skybox_nosRGB_to_sRGB "rpn $3 402.123 $4 div div $rpn_sRGB_to_linear 402.123 $4 div mul /new_skylight: $3 402.123 $4 div div $1 256 div $2 0.017453 mul sin mul add $rpn_sRGB_to_linear $3 402.123 $4 div div $rpn_sRGB_to_linear sub 256 mul $2 0.017453 mul sin div /new_sunlight:" -set cl_orthoview 0 "enable top-down view of the map. meant to be used for radar map images (note: orthoview sets cvars temporarily, requires restart to return them to normal)" -set cl_orthoview_nofog 1 "disable fog while in orthoview (note: should not be enabled on ALL maps, e.g. oilrig works fine with this disabled)" +set cl_orthoview 0 "enable top-down view of the map. meant to be used for radar map images (NOTE: orthoview sets cvars temporarily, requires restart to return them to normal)" +set cl_orthoview_nofog 1 "disable fog while in orthoview (NOTE: should not be enabled on ALL maps, e.g. oilrig works fine with this disabled)" // these settings determine how much the view is affected by movement/damage cl_smoothviewheight 0.05 // time of the averaging to the viewheight value so that it creates a smooth transition for crouching and such. 0 for instant transition @@ -197,10 +197,10 @@ cl_autodemo_nameformat demos/%Y-%m-%d_%H-%M // taunts and voices 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 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 = decrease pitch with more damage, 3 = increase pitch with more damage" +seta cl_hitsound 1 "play a hit notifier sound when you have hit an enemy; \"1\" = same pitch, \"2\" = decrease pitch with more damage, \"3\" = increase 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" @@ -226,9 +226,9 @@ seta chase_front 0 "show frontal view when using chase cam" 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_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 = on skeletal models, 2 = on any model" +seta cl_damageeffect 1 "enable weapon damage effects; \"1\" = 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" @@ -304,8 +304,8 @@ r_shadow_realtime_world_lightmaps 1 r_shadow_realtime_world_importlightentitiesfrommap 0 // Whether build process uses keepLights is nontransparent and may change, so better make keepLights not matter. cl_decals_fadetime 5 cl_decals_time 1 -seta cl_gunalign 3 "Gun alignment; 1 = center, 3 = right, 4 = left; requires reconnect. In servers which override shot origin this cvar is purely visual, in servers which do not this does affect where your shots come from" -seta cl_gunoffset "0 0 0" "Adjust the weapon viewmodel position, applies only to your own first person view and is relative to cl_gunalign" +seta cl_gunalign 3 "gun alignment; \"1\" = center, \"3\" = right, \"4\" = left; requires reconnect. in servers which override shot origin this cvar is purely visual, in servers which do not this does affect where your shots come from" +seta cl_gunoffset "0 0 0" "adjust the weapon viewmodel position, applies only to your own first person view and is relative to cl_gunalign" seta cl_nogibs 0 "reduce number of violence effects, or remove them totally" seta cl_particlegibs 0 "enable simpler gibs" seta cl_gibs_damageforcescale 1.5 "force to push around gibs" @@ -343,7 +343,7 @@ cl_sound_r_exp3 "" seta cl_announcer default "name of the announcer you wish to use from data/sound/announcer" seta cl_announcer_antispam 2 "number of seconds before an announcement of the same sound can be played again" -seta cl_announcer_maptime 3 "play announcer sound telling you the remaining maptime; 0 = do not play at all, 1 = play at one minute, 2 = play at five minutes, 3 = play both" +seta cl_announcer_maptime 3 "play announcer sound telling you the remaining maptime; \"0\" = do not play at all, \"1\" = play at one minute, \"2\" = play at five minutes, \"3\" = play both" set snd_cdautopause 0 @@ -393,7 +393,7 @@ cl_curl_maxspeed 0 cl_curl_useragent 1 cl_curl_useragent_append "$g_xonoticversion" -seta g_waypointsprite_alpha 1 "This allows the client to control transparency of the waypoint" +seta g_waypointsprite_alpha 1 "this allows the client to control transparency of the waypoint" seta g_waypointsprite_crosshairfadealpha 0.25 "alpha multiplier near crosshair" seta g_waypointsprite_crosshairfadescale 1 "scale multiplier near the crosshair" seta g_waypointsprite_crosshairfadedistance 150 "distance in virtual pixels from crosshair where to start fading" @@ -409,19 +409,19 @@ seta g_waypointsprite_edgeoffset_left 0.06 "offset of how close the waypoint can seta g_waypointsprite_edgeoffset_right 0.06 "offset of how close the waypoint can be to the right edge of the screen" seta g_waypointsprite_edgeoffset_top 0.06 "offset of how close the waypoint can be to the top edge of the screen" seta g_waypointsprite_fontsize 12 -seta g_waypointsprite_itemstime 2 "show waypoints to indicate that some important items (mega health, large armor) are about to respawn; 1 = when spectating, 2 = even playing in warmup stage" +seta g_waypointsprite_itemstime 2 "show waypoints to indicate that some important items (mega health, large armor) are about to respawn; \"1\" = when spectating, \"2\" = even playing in warmup stage" set g_waypointsprite_minscale 0.5 set g_waypointsprite_minalpha 0.4 set g_waypointsprite_normdistance 512 seta g_waypointsprite_scale 1 -set g_waypointsprite_spam 0 "Debugging feature. Set to \"10\" and load courtfun in Race mode to test." +set g_waypointsprite_spam 0 "debugging feature. set to \"10\" and load courtfun in Race mode to test" set g_waypointsprite_timealphaexponent 1 seta g_waypointsprite_turrets 1 "disable turret waypoints" seta g_waypointsprite_turrets_maxdist 5000 "max distance for turret waypoints" seta g_waypointsprite_turrets_text 0 "show the turret's name in the waypoint" seta g_waypointsprite_turrets_onlyhurt 0 "only show the turret waypoint for a short period after being hurt" seta g_waypointsprite_uppercase 1 -seta g_waypointsprite_text 0 "Always show text instead of icons, setting this to \"0\" will still use text if the icon is unavailable" +seta g_waypointsprite_text 0 "always show text instead of icons, setting this to \"0\" will still use text if the icon is unavailable" seta g_waypointsprite_iconsize 32 seta g_waypointsprite_iconcolor 0 "saturation of the waypoint's color applied on top of the waypoint's icon, from 0 (natural icon's color) to 1" @@ -441,39 +441,39 @@ alias "g_waypointsprite_toggle" "toggle cl_hidewaypoints" seta cl_hidewaypoints 0 "disable static waypoints, only show team waypoints" -seta cl_damagetext "1" "Draw damage dealt where you hit the enemy" -seta cl_damagetext_format "-{total}" "How to format the damage text. {health}, {armor}, {total}, {potential} (full damage not capped to target's health), {potential_health} (health damage not capped to target's health)" +seta cl_damagetext "1" "draw damage dealt where you hit the enemy" +seta cl_damagetext_format "-{total}" "how to format the damage text. {health}, {armor}, {total}, {potential} (full damage not capped to target's health), {potential_health} (health damage not capped to target's health)" seta cl_damagetext_format_verbose 0 "{health} shows {potential_health} too when they differ; {total} shows {potential} too when they differ" seta cl_damagetext_format_hide_redundant 0 "hide {armor} if \"0\"; hide {potential} and {potential_health} when same as actual" -seta cl_damagetext_color "1 1 0" "Damage text color" -seta cl_damagetext_color_per_weapon "0" "Damage text uses weapon color" -seta cl_damagetext_size_min 10 "Damage text font size for small damage" -seta cl_damagetext_size_min_damage 25 "How much damage is considered small" -seta cl_damagetext_size_max 16 "Damage text font size for large damage" -seta cl_damagetext_size_max_damage 140 "How much damage is considered large" -seta cl_damagetext_alpha_start "1" "Damage text initial alpha" -seta cl_damagetext_alpha_lifetime "3" "Damage text lifetime in seconds" -seta cl_damagetext_lifetime "-1" "Damage text lifetime, edit this if you wish for damage text to disappear before it fades out" -seta cl_damagetext_velocity_screen "0 0 0" "Damage text move direction (screen coordinates)" -seta cl_damagetext_velocity_world "0 0 20" "Damage text move direction (world coordinates relative to player's view)" -seta cl_damagetext_offset_screen "0 -45 0" "Damage text offset (screen coordinates)" -seta cl_damagetext_offset_world "0 25 0" "Damage text offset (world coordinates relative to player's view)" -seta cl_damagetext_accumulate_alpha_rel "0.65" "Only update existing damage text when it's above this much percentage (0 to 1) of the starting alpha" -seta cl_damagetext_accumulate_lifetime "-1" "Only update existing damage text when it is younger than this many seconds, negative always updates" -seta cl_damagetext_friendlyfire "1" "0 = never show for friendly fire, 1 = when more than 0 damage, 2 = always" -seta cl_damagetext_friendlyfire_color "1 0 0" "Damage text color for friendlyfire" - -seta cl_damagetext_2d 1 "Show damagetext in 2D coordinates if the enemy's location is not known" +seta cl_damagetext_color "1 1 0" "damage text color" +seta cl_damagetext_color_per_weapon "0" "damage text uses weapon color" +seta cl_damagetext_size_min 10 "damage text font size for small damage" +seta cl_damagetext_size_min_damage 25 "how much damage is considered small" +seta cl_damagetext_size_max 16 "damage text font size for large damage" +seta cl_damagetext_size_max_damage 140 "how much damage is considered large" +seta cl_damagetext_alpha_start "1" "damage text initial alpha" +seta cl_damagetext_alpha_lifetime "3" "damage text lifetime in seconds" +seta cl_damagetext_lifetime "-1" "damage text lifetime, edit this if you wish for damage text to disappear before it fades out" +seta cl_damagetext_velocity_screen "0 0 0" "damage text move direction (screen coordinates)" +seta cl_damagetext_velocity_world "0 0 20" "damage text move direction (world coordinates relative to player's view)" +seta cl_damagetext_offset_screen "0 -45 0" "damage text offset (screen coordinates)" +seta cl_damagetext_offset_world "0 25 0" "damage text offset (world coordinates relative to player's view)" +seta cl_damagetext_accumulate_alpha_rel "0.65" "only update existing damage text when it's above this much percentage (0 to 1) of the starting alpha" +seta cl_damagetext_accumulate_lifetime "-1" "only update existing damage text when it is younger than this many seconds, negative always updates" +seta cl_damagetext_friendlyfire "1" "\"0\" = never show for friendly fire, \"1\" = when more than 0 damage, \"2\" = always" +seta cl_damagetext_friendlyfire_color "1 0 0" "damage text color for friendlyfire" + +seta cl_damagetext_2d 1 "show damagetext in 2D coordinates if the enemy's location is not known" seta cl_damagetext_2d_pos "0.47 0.53 0" "2D damage text initial position (X and Y between 0 and 1)" seta cl_damagetext_2d_alpha_start 1 "2D damage text initial alpha" seta cl_damagetext_2d_alpha_lifetime 1.3 "2D damage text lifetime (alpha fading) in seconds" seta cl_damagetext_2d_size_lifetime 3 "2D damage text lifetime (size shrinking) in seconds" seta cl_damagetext_2d_velocity "-25 0 0" "2D damage text move direction (screen coordinates)" -seta cl_damagetext_2d_overlap_offset "0 -15 0" "Offset 2D damage text by this much to prevent overlapping (screen coordinates)" -seta cl_damagetext_2d_close_range 125 "Always use 2D damagetext for hits closer that this" -seta cl_damagetext_2d_out_of_view 1 "Always use 2D damagetext for hits that occurred off-screen" +seta cl_damagetext_2d_overlap_offset "0 -15 0" "offset 2D damage text by this much to prevent overlapping (screen coordinates)" +seta cl_damagetext_2d_close_range 125 "always use 2D damagetext for hits closer that this" +seta cl_damagetext_2d_out_of_view 1 "always use 2D damagetext for hits that occurred off-screen" -seta cl_vehicles_alarm 0 "Play an alarm sound when the vehicle you are driving is heavily damaged" +seta cl_vehicles_alarm 0 "play an alarm sound when the vehicle you are driving is heavily damaged" seta cl_vehicles_hud_tactical 1 seta cl_vehicles_hudscale 0.5 seta cl_vehicles_notify_time 15 @@ -486,8 +486,8 @@ exec binds-xonotic.cfg seta menu_skin "luma" set menu_slowmo 1 -seta menu_sounds 0 "enables menu sound effects; 1 = enable click sounds, 2 = also enable hover sounds" -seta menu_tooltips 1 "menu tooltips; 0 = disabled, 1 = enabled, 2 = also show cvar or console command (when available) changed or executed by the item" +seta menu_sounds 0 "enables menu sound effects; \"1\" = enable click sounds, \"2\" = also enable hover sounds" +seta menu_tooltips 1 "menu tooltips; \"0\" = disabled, \"1\" = enabled, \"2\" = also show cvar or console command (when available) changed or executed by the item" set menu_picmip_bypass 0 "bypass texture quality enforcement based on system resources (WARNING: not recommended and may cause crashes!)" set menu_showboxes 0 "show item bounding boxes (NOTE: for debugging)" set menu_cvarlist_onlymodified 0 "show only modified cvars in the cvar list" @@ -554,8 +554,8 @@ seta scoreboard_alpha_bg 0.7 "scoreboard background alpha" seta scoreboard_alpha_fg 1 "scoreboard foreground alpha" seta scoreboard_alpha_name 0.9 "alpha of player text in scoreboard list other than self" seta scoreboard_alpha_name_self 1 "alpha of player text in scoreboard list of self" -seta scoreboard_fadeinspeed 10 "speed at which scoreboard fades in, higher is faster; 0 = instant" -seta scoreboard_fadeoutspeed 5 "speed at which scoreboard fades out, higher is faster; 0 = instant" +seta scoreboard_fadeinspeed 10 "speed at which scoreboard fades in, higher is faster; \"0\" = instant" +seta scoreboard_fadeoutspeed 5 "speed at which scoreboard fades out, higher is faster; \"0\" = instant" seta scoreboard_highlight 1 "enable highlighting for rows and columns in the scoreboard" seta scoreboard_highlight_alpha 0.08 "highlight alpha value (REQUIRES: hud_scoreboard_highlight 1)" seta scoreboard_highlight_alpha_self 0.3 "self highlight alpha value" @@ -566,7 +566,7 @@ seta scoreboard_bg_scale 0.25 "scale for the tiled scoreboard background" seta scoreboard_respawntime_decimals 1 "decimal places to show for the respawntime countdown display on the scoreboard" seta scoreboard_dynamichud 0 "apply the dynamic HUD effects to the scoreboard" -seta accuracy_color_levels "0 20 100" "accuracy values at which a specified color (accuracy_color) will be used. If your accuracy is between 2 of these values then a mix of the Xth and X+1th colors will be used. You can specify up to 10 values, in increasing order" +seta accuracy_color_levels "0 20 100" "accuracy values at which a specified color (accuracy_color) will be used. if your accuracy is between 2 of these values then a mix of the Xth and X+1th colors will be used. you can specify up to 10 values, in increasing order" seta accuracy_color0 "1 0 0" seta accuracy_color1 "1 1 0" seta accuracy_color2 "0 1 0" @@ -672,18 +672,18 @@ gl_texturecompression_q3bsplightmaps 0 gl_texturecompression_sky 1 seta cl_weaponpriority "vaporizer okhmg okrpc oknex vortex fireball mortar okmachinegun machinegun hagar rifle arc electro devastator crylink minelayer okshotgun shotgun shockwave hlac tuba blaster porto seeker hook" "weapon priority list" -seta cl_weaponpriority_useforcycling 0 "1 = weapon cycling by the mouse wheel makes use of the weapon priority list, 2 = use the weapon ID list for cycling instead" -seta cl_weaponpriority0 "okrpc devastator mortar hagar seeker fireball" "use weapon_priority_0_prev for prev gun from this list, weapon_priority_0_best for best gun, weapon_priority_0_next for next gun. Default value is explosives" -seta cl_weaponpriority1 "vaporizer oknex vortex crylink hlac arc electro blaster shockwave" "use weapon_priority_1_prev for prev gun from this list, weapon_priority_1_best for best gun, weapon_priority_1_next for next gun. Default value is energy" -seta cl_weaponpriority2 "vaporizer oknex vortex rifle" "use weapon_priority_2_prev for prev gun from this list, weapon_priority_2_best for best gun, weapon_priority_2_next for next gun. Default value is hitscan exact" -seta cl_weaponpriority3 "vaporizer okhmg oknex vortex rifle okmachinegun machinegun okshotgun shotgun shockwave" "use weapon_priority_3_prev for prev gun from this list, weapon_priority_3_best for best gun, weapon_priority_3_next for next gun. Default value is hitscan all" -seta cl_weaponpriority4 "mortar minelayer hlac hagar crylink seeker okshotgun shotgun shockwave" "use weapon_priority_4_prev for prev gun from this list, weapon_priority_4_best for best gun, weapon_priority_4_next for next gun. Default value is spam weapons" -seta cl_weaponpriority5 "blaster shockwave hook porto" "use weapon_priority_5_prev for prev gun from this list, weapon_priority_5_best for best gun, weapon_priority_5_next for next gun. Default value is weapons for moving" +seta cl_weaponpriority_useforcycling 0 "\"1\" = weapon cycling by the mouse wheel makes use of the weapon priority list, \"2\" = use the weapon ID list for cycling instead" +seta cl_weaponpriority0 "okrpc devastator mortar hagar seeker fireball" "use weapon_priority_0_prev for prev gun from this list, weapon_priority_0_best for best gun, weapon_priority_0_next for next gun. default value is explosives" +seta cl_weaponpriority1 "vaporizer oknex vortex crylink hlac arc electro blaster shockwave" "use weapon_priority_1_prev for prev gun from this list, weapon_priority_1_best for best gun, weapon_priority_1_next for next gun. default value is energy" +seta cl_weaponpriority2 "vaporizer oknex vortex rifle" "use weapon_priority_2_prev for prev gun from this list, weapon_priority_2_best for best gun, weapon_priority_2_next for next gun. default value is hitscan exact" +seta cl_weaponpriority3 "vaporizer okhmg oknex vortex rifle okmachinegun machinegun okshotgun shotgun shockwave" "use weapon_priority_3_prev for prev gun from this list, weapon_priority_3_best for best gun, weapon_priority_3_next for next gun. default value is hitscan all" +seta cl_weaponpriority4 "mortar minelayer hlac hagar crylink seeker okshotgun shotgun shockwave" "use weapon_priority_4_prev for prev gun from this list, weapon_priority_4_best for best gun, weapon_priority_4_next for next gun. default value is spam weapons" +seta cl_weaponpriority5 "blaster shockwave hook porto" "use weapon_priority_5_prev for prev gun from this list, weapon_priority_5_best for best gun, weapon_priority_5_next for next gun. default value is weapons for moving" seta cl_weaponpriority6 "" "use weapon_priority_6_prev for prev gun from this list, weapon_priority_6_best for best gun, weapon_priority_6_next for next gun" seta cl_weaponpriority7 "" "use weapon_priority_7_prev for prev gun from this list, weapon_priority_7_best for best gun, weapon_priority_7_next for next gun" seta cl_weaponpriority8 "" "use weapon_priority_8_prev for prev gun from this list, weapon_priority_8_best for best gun, weapon_priority_8_next for next gun" seta cl_weaponpriority9 "" "use weapon_priority_9_prev for prev gun from this list, weapon_priority_9_best for best gun, weapon_priority_9_next for next gun" -seta cl_weaponimpulsemode 0 "0 = only cycle between currently usable weapons in weapon priority order, 1 = cycle between all possible weapons on a key in weapon priority order" +seta cl_weaponimpulsemode 0 "\"0\" = only cycle between currently usable weapons in weapon priority order, \"1\" = cycle between all possible weapons on a key in weapon priority order" alias _gl_flashblend_update_00 "gl_flashblend 1" alias _gl_flashblend_update_10 "gl_flashblend 0" @@ -704,22 +704,22 @@ seta cl_clippedspectating 1 "movement collision for spectators so that you can't // TODO remove "alias cl_autoscreenshot_screenshot_s;" after the next release // cl_autoscreenshot_screenshot_s is created by the server via stuffcmd for backwards compatibility // and not used by cl_autoscreenshot_screenshot, which intentionally clears it (not delete) -seta cl_autoscreenshot 1 "Take a screenshot upon the end of a match; 0 = disable completely, 1 = allow sv_autoscreenshot to take a screenshot when requested, 2 = always take an autoscreenshot anyway." +seta cl_autoscreenshot 1 "take a screenshot upon the end of a match; \"0\" = disable completely, \"1\" = allow sv_autoscreenshot to take a screenshot when requested, \"2\" = always take an autoscreenshot anyway" alias _cl_autoscreenshot_save "set _con_chattime_save $con_chattime; set _hud_panel_scoreboard_fadeinspeed_save $hud_panel_scoreboard_fadeinspeed; set _menu_slowmo_save $menu_slowmo; set _scr_conheight_save $scr_conheight; set _con_textsize_save $con_textsize; set _scr_conalpha_save $scr_conalpha" alias _cl_autoscreenshot_set "con_chattime 0.001; hud_panel_scoreboard_fadeinspeed 999; menu_slowmo 999; scr_conheight 0; con_textsize 1; scr_conalpha 0" alias _cl_autoscreenshot_restore "set con_chattime $_con_chattime_save; set hud_panel_scoreboard_fadeinspeed $_hud_panel_scoreboard_fadeinspeed_save; set menu_slowmo $_menu_slowmo_save; set scr_conheight $_scr_conheight_save; set con_textsize $_con_textsize_save; set scr_conalpha $_scr_conalpha_save" alias cl_autoscreenshot_screenshot "alias cl_autoscreenshot_screenshot_s ""; togglemenu 0; -con_chat_maximize; _cl_autoscreenshot_save; _cl_autoscreenshot_set; defer 0.1 \"screenshot screenshots/autoscreenshot/${1}-${2}.jpg\"; defer 0.1 \"_cl_autoscreenshot_restore\"" -seta cl_jetpack_jump 1 "Activate Jetpack by pressing jump in the air; 0 = disable, 1 = stop when touching ground, 2 = enable" +seta cl_jetpack_jump 1 "activate Jetpack by pressing jump in the air; \"0\" = disable, \"1\" = stop when touching ground, \"2\" = enable" -seta cl_race_cptimes_showself 1 "Always show your own times as well as the current best on checkpoints in Race/CTS" -seta cl_race_cptimes_onlyself 0 "Only show your own times on checkpoints in Race/CTS. Can be forced on by the server via g_race_cptimes_onlyself" -seta cl_race_cptimes_showspeed 0 "Show race checkpoint speed (NOTE: ignores vertical speed)" -seta cl_race_cptimes_showspeed_unit 1 "Show race checkpoint speed units" -seta cl_race_checkpoint_splits_console 1 "Print race checkpoint splits to console" -seta cl_race_checkpoint_splits_hud 1 "Show race checkpoint splits on HUD in infomessages" +seta cl_race_cptimes_showself 1 "always show your own times as well as the current best on checkpoints in Race/CTS" +seta cl_race_cptimes_onlyself 0 "only show your own times on checkpoints in Race/CTS. can be forced on by the server via g_race_cptimes_onlyself" +seta cl_race_cptimes_showspeed 0 "show race checkpoint speed (NOTE: ignores vertical speed)" +seta cl_race_cptimes_showspeed_unit 1 "show race checkpoint speed units" +seta cl_race_checkpoint_splits_console 1 "print race checkpoint splits to console" +seta cl_race_checkpoint_splits_hud 1 "show race checkpoint splits on HUD in infomessages" -seta cl_cts_noautoswitch 0 "Prevent forced switching to new weapons in CTS" +seta cl_cts_noautoswitch 0 "prevent forced switching to new weapons in CTS" set cl_stripcolorcodes 0 "experimental feature (NOTE: strips ALL color codes from messages!)" @@ -736,24 +736,24 @@ set _posview_tmpcvar1 "0" set _posview_tmpcvar2 "0" // Demo camera -set camera_enable 0 "Enables the camera for demo playback" -set camera_free 0 "Free camera instead of chasing the player" -set camera_reset 0 "Resets the camera position and switch to chase mode" -set camera_speed_roll 0.9 "Camera rotation speed" -set camera_speed_chase 4 "Camera movement speed on the X/Y/Z axis while chasing the player" -set camera_speed_free 8 "Camera movement speed on the X/Y/Z axis in free mode" -set camera_speed_attenuation 10 "Camera movements attenuation factor. Bigger is smoother. Applies to mouse movements" -set camera_mouse_threshold 0.5 "Use to ignore small mouse movements. This allows for smoother camera control" -set camera_chase_smoothly 0 "Attenuate player movements (only in chase mode)" -set camera_look_player 0 "Always look to the player. Mouse input is ignored in this mode" -set camera_look_attenuation 8 "Attenuation of 'looking' movements, only if camera_look_player is set. Bigger is smoother" -set camera_forward_follows 1 "0 = move the camera forwards without changing altitude, 1 = move towards what you are looking" +set camera_enable 0 "enables the camera for demo playback" +set camera_free 0 "free camera instead of chasing the player" +set camera_reset 0 "resets the camera position and switch to chase mode" +set camera_speed_roll 0.9 "camera rotation speed" +set camera_speed_chase 4 "camera movement speed on the X/Y/Z axis while chasing the player" +set camera_speed_free 8 "camera movement speed on the X/Y/Z axis in free mode" +set camera_speed_attenuation 10 "camera movements attenuation factor. bigger is smoother. applies to mouse movements" +set camera_mouse_threshold 0.5 "use to ignore small mouse movements. this allows for smoother camera control" +set camera_chase_smoothly 0 "attenuate player movements (only in chase mode)" +set camera_look_player 0 "always look to the player. mouse input is ignored in this mode" +set camera_look_attenuation 8 "attenuation of 'looking' movements, only if camera_look_player is set. bigger is smoother" +set camera_forward_follows 1 "\"0\" = move the camera forwards without changing altitude, \"1\" = move towards what you are looking" // "Gentle mode": show no blood seta cl_gentle 0 "client side gentle mode, master switch" -seta cl_gentle_gibs 0 "client side gentle mode for gibs (cl_nogibs); 1 = white smoke replaces gibs, 2 = colorful clouds replace gibs" +seta cl_gentle_gibs 0 "client side gentle mode for gibs (cl_nogibs); \"1\" = white smoke replaces gibs, \"2\" = colorful clouds replace gibs" seta cl_gentle_messages 0 "client side gentle mode for frag messages/centerprints" -seta cl_gentle_damage 0 "client side gentle mode for damage flash (hud_damage); 1 = a white flash replaces the blood image, 2 = a randomly colored flash is used instead" +seta cl_gentle_damage 0 "client side gentle mode for damage flash (hud_damage); \"1\" = a white flash replaces the blood image, \"2\" = a randomly colored flash is used instead" set cl_jetpack_attenuation 2 "Jetpack sound attenuation" // script-ignore @@ -775,7 +775,7 @@ seta cl_casings_maxcount 100 "maximum amount of shell casings (must be at least seta cl_gibs_maxcount 100 "maximum amount of gibs (must be at least 1)" //cl_gunalign calculator -seta menu_cl_gunalign 3 "Gun alignment; 1 = center (if allowed by g_shootfromclient) or right, 2 = center (if allowed by g_shootfromclient) or left, 3 = right only, 4 = left only" +seta menu_cl_gunalign 3 "gun alignment; \"1\" = center (if allowed by g_shootfromclient) or right, \"2\" = center (if allowed by g_shootfromclient) or left, \"3\" = right only, \"4\" = left only" alias _gunalign_01 "cl_gunalign 1" alias _gunalign_02 "cl_gunalign 2" alias _gunalign_03 "cl_gunalign 3" @@ -793,13 +793,13 @@ set cl_jumpspeedcap_max "" "dummy cvar, value is synced from the server's sv_jum seta cl_noantilag 0 "enable this if you believe antilag is bad" -set cl_accuracy_data_share 0 "1 = share my weapon accuracy data statistics with other players, 0 = keep my weapon accuracy data statistics hidden" +set cl_accuracy_data_share 0 "\"1\" = share my weapon accuracy data statistics with other players, \"0\" = keep my weapon accuracy data statistics hidden" set cl_accuracy_data_receive 0 "receive weapon accuracy data statistics at the end of the match" set developer_csqcentities 0 "csqc entity spam" seta cl_forceplayermodels 0 "make everyone look like your own model (REQUIRES: server to have sv_defaultcharacter 0)" -seta cl_forceplayercolors 0 "make enemies look like your own color (REQUIRES: server to have sv_defaultcharacter 0); 1 = in all game modes without teams (if cl_forceuniqueplayercolors is \"0\"), 2 = always, 3 = only in Duel, 4 = only in game modes with 2 teams, 5 = in team games and Duel" +seta cl_forceplayercolors 0 "make enemies look like your own color (REQUIRES: server to have sv_defaultcharacter 0); \"1\" = in all game modes without teams (if cl_forceuniqueplayercolors is \"0\"), \"2\" = always, \"3\" = only in Duel, \"4\" = only in game modes with 2 teams, \"5\" = in team games and Duel" seta cl_forceuniqueplayercolors 0 "assign each enemy unique colors in all game modes without teams except Duel (REQUIRES: server to have sv_defaultcharacter 0)" seta cl_forcemyplayermodel "" "set to the model file name you want to show yourself as (does not affect how enemies look with cl_forceplayermodels)" seta cl_forcemyplayerskin 0 "set to the skin number you want to show yourself as (does not affect how enemies look with cl_forceplayermodels)" @@ -807,7 +807,7 @@ seta cl_forcemyplayercolors 0 "set to the color value (encoding is same as _cl_c seta cl_movement_errorcompensation 1 "try to compensate for prediction errors and reduce perceived lag" seta cl_movement_intermissionrunning 0 "keep velocity after the match ends, players may appear to continue running while stationary" -seta cl_viewmodel_alpha 1 "Maximum opacity of the view model, use a value between 0 and 1" +seta cl_viewmodel_alpha 1 "maximum opacity of the view model, use a value between 0 and 1" set debugdraw 0 set debugdraw_filter "" @@ -826,10 +826,10 @@ set cl_lerpanim_maxdelta_server 0.1 // must be slower than slowest server contro // autodemo deleting seta cl_autodemo_delete_keeprecords 0 "keep demos with a newly made Race/CTS record even if cl_autodemo_delete is used to delete demos" -seta cl_autodemo_delete_keepmatches 0 "keep demos of matches you join even if cl_autodemo_delete is used to delete demos; 2 = even if you only joined during warmup-stage" +seta cl_autodemo_delete_keepmatches 0 "keep demos of matches you join even if cl_autodemo_delete is used to delete demos; \"2\" = even if you only joined during warmup-stage" // freeze camera -set cl_lockview 0 "1 = the camera does not move at all, 2 = you can only control camera angles" +set cl_lockview 0 "\"1\" = the camera does not move at all, \"2\" = you can only control camera angles" // we now use mastervolume volume 1 @@ -877,9 +877,9 @@ set cl_rainsnow_maxdrawdist 1000 set cl_db_saveasdump 0 "write client.db in dump format (NOTE: loads slower, easier to read/parse)" // uid2name -seta cl_allow_uid2name -1 "-1 = ask if the player wants to disable/enable this feature, 0 = disable, 1 = enable uid2name (allows showing your name in race rankings for instance)" -seta cl_allow_uidtracking 1 "-1 = ask if the player wants to disable/enable this feature, 0 = disable, 1 = enable UID tracking (allows associating your data with your player ID)" -seta cl_allow_uidranking 1 "0 = disable, 1 = enable UID ranking (allows statistics like elo to rank you in leaderboards)" +seta cl_allow_uid2name -1 "\"-1\" = ask if the player wants to disable/enable this feature, \"0\" = disable, \"1\" = enable uid2name (allows showing your name in race rankings for instance)" +seta cl_allow_uidtracking 1 "\"-1\" = ask if the player wants to disable/enable this feature, \"0\" = disable, \"1\" = enable UID tracking (allows associating your data with your player ID)" +seta cl_allow_uidranking 1 "\"0\" = disable, \"1\" = enable UID ranking (allows statistics like elo to rank you in leaderboards)" // terms of service seta _termsofservice_accepted 0 @@ -902,7 +902,7 @@ scr_loadingscreen_scale_base 1 scr_loadingscreen_scale_limit 2 // in-game menu -seta menu_gamemenu 1 "1 = show in-game menu when ESC is pressed, 0 = show main menu when ESC is pressed" +seta menu_gamemenu 1 "\"1\" = show in-game menu when ESC is pressed, \"0\" = show main menu when ESC is pressed" // HUD cvar descriptions and common settings exec _hud_common.cfg @@ -922,16 +922,16 @@ seta cl_physics "default" "client selected physics set" // enable menu syncing - must be after files that call menu_sync on startup - see alias menu_sync "" alias menu_sync "menu_cmd sync" -seta cl_items_animate 7 "1 = enable bobbing and spinning of 3D items, 2 = enable fading out of despawning loot items, 4 = enable glowing particles for despawning loot items; add the numbers together to enable that combination." -seta cl_items_fadedist 500 "distance, relative to the server's g_items_maxdist, at which far away items will start to fade out; 0 = disable fading effect" -seta cl_items_vehicle_alpha 0.75 "Alpha of items seen from inside a vehicle" -seta cl_items_vehicle_color "2 0.5 0.5" "Colour of items seen from inside a vehicle" +seta cl_items_animate 7 "\"1\" = enable bobbing and spinning of 3D items, \"2\" = enable fading out of despawning loot items, \"4\" = enable glowing particles for despawning loot items; add the numbers together to enable that combination" +seta cl_items_fadedist 500 "distance, relative to the server's g_items_maxdist, at which far away items will start to fade out; \"0\" = disable fading effect" +seta cl_items_vehicle_alpha 0.75 "alpha of items seen from inside a vehicle" +seta cl_items_vehicle_color "2 0.5 0.5" "colour of items seen from inside a vehicle" seta cl_ghost_items 0.45 "enable ghosted items (when between 0 and 1, overrides the alpha value)" -seta cl_ghost_items_color "-1 -1 -1" "color of ghosted items (format: \"0 0 0\" leaves the color unchanged, negative values allowed)" +seta cl_ghost_items_color "-1 -1 -1" "color of ghosted items (FORMAT: \"0 0 0\" leaves the color unchanged, negative values allowed)" seta cl_simple_items 0 "enable simple items (if server allows)" set cl_simpleitems_postfix "_luma" "posfix to add fo model name when simple items are enabled" -set cl_weapon_stay_color "2 0.5 0.5" "Color of picked up weapons when g_weapon_stay > 0 (format: \"0 0 0\" leaves the color unchanged, negative values allowed)" -set cl_weapon_stay_alpha 0.75 "Alpha of picked up weapons when g_weapon_stay > 0" +set cl_weapon_stay_color "2 0.5 0.5" "color of picked up weapons when g_weapon_stay > 0 (FORMAT: \"0 0 0\" leaves the color unchanged, negative values allowed)" +set cl_weapon_stay_alpha 0.75 "alpha of picked up weapons when g_weapon_stay > 0" seta cl_arcbeam_simple 1 "use a simplified beam for the Arc instead of accurate flexible poly drawing (improves performance and visuals slightly)" seta cl_arcbeam_teamcolor 1 "color the Arc beam based on the player's colors" @@ -942,7 +942,7 @@ seta cl_vaporizerbeam_particle 0 "use a legacy particle effect for the Vaporizer seta cl_vaporizerbeam_lifetime 0.8 "time it takes for the Vaporizer beam to fade completely" seta cl_vaporizerbeam_colorboost 0.7 "saturation of the Vaporizer beam's color based on the player color" -seta cl_showspectators 0 "Show who's spectating you if server has sv_showspectators enabled" +seta cl_showspectators 0 "show who's spectating you if server has sv_showspectators enabled" set cl_rollkillspeed 10 diff --git a/xonotic-common.cfg b/xonotic-common.cfg index f4f6e48b4..d03147ce9 100644 --- a/xonotic-common.cfg +++ b/xonotic-common.cfg @@ -30,7 +30,7 @@ gameversion_max 65535 // future versions should nag players to update // gameversion_min = (gameversion / 100) * 100 - 100 // gameversion_max = (gameversion / 100) * 100 + 199 -seta g_configversion 0 "Configuration file version (used to upgrade settings); 0 = first run, or previous start was <2.4.1. Later, it's overridden by config.cfg, version ranges are defined in config_update.cfg" +seta g_configversion 0 "configuration file version (used to upgrade settings); \"0\" = first run, or previous start was <2.4.1. later, it's overridden by config.cfg, version ranges are defined in config_update.cfg" // Set the master servers to do DNS lookups we control. // This allows us to update the master server IPs without a release. @@ -51,7 +51,7 @@ if_dedicated exec help.cfg exec xonotic-client.cfg exec xonotic-server.cfg -set ekg 0 "Throw huge amounts of gibs" +set ekg 0 "throw huge amounts of gibs" _cl_playermodel "models/player/erebus.iqm" @@ -63,7 +63,7 @@ fs_empty_files_in_pack_mark_deletions 1 // makes patches able to delete files // singleplayer campaign set g_campaign 0 -set g_campaign_forceteam 0 "Forces the player to a given team in campaign mode; 1 = red, 2 = blue, 3 = yellow, 4 = pink" +set g_campaign_forceteam 0 "forces the player to a given team in campaign mode; \"1\" = red, \"2\" = blue, \"3\" = yellow, \"4\" = pink" seta g_campaign_name "xonoticbeta" // script-ignore seta g_campaign_skill 0 // -2 easy, 0 medium, 2 hard @@ -74,7 +74,7 @@ alias singleplayer_levellist "set scmenu_campaign_dump 1; togglemenu; wait; togg // campaign internal, set when loading a campaign map1G set _campaign_index "" set _campaign_name "" -set _campaign_testrun 0 "To verify the campaign file, set this to \"1\", then start the first campaign level from the menu. If you end up in the menu again, it's good, if you get a QC crash, it's bad." +set _campaign_testrun 0 "to verify the campaign file, set this to \"1\", then start the first campaign level from the menu. if you end up in the menu again, it's good, if you get a QC crash, it's bad" // used by both server and menu to maintain the available list of maps seta g_maplist "" "the list of maps to be cycled among (is autogenerated if empty)" @@ -135,8 +135,8 @@ set snd_maxchannelvolume 0 // Only streaming-decode music, not any sound effects. RAM is cheap nowadays. // Sadly, our longest sound effect is 36 seconds. set snd_streaming_length 40 -seta menu_snd_sliderscale 2 "0 = decibels, 1 = linear percent, 2 = 0..10 scale, 3 = slider size percent" -seta menu_snd_attenuation_method 1 "Use exponential instead of linear falloff for sound attenuation" +seta menu_snd_sliderscale 2 "\"0\" = decibels, \"1\" = linear percent, \"2\" = 0..10 scale, \"3\" = slider size percent" +seta menu_snd_attenuation_method 1 "use exponential instead of linear falloff for sound attenuation" alias snd_attenuation_method_0 "set menu_snd_attenuation_method 0; set snd_soundradius 1200; set snd_attenuation_exponent 1; set snd_attenuation_decibel 0" // Quake default alias snd_attenuation_method_1 "set menu_snd_attenuation_method 1; set snd_soundradius 2400; set snd_attenuation_exponent 4; set snd_attenuation_decibel 0" // nice approximation for method 2 alias snd_attenuation_method_2 "set menu_snd_attenuation_method 2; set snd_soundradius 1200; set snd_attenuation_exponent 0; set snd_attenuation_decibel 10" // warning: plays sounds within up to 6000qu @@ -156,7 +156,7 @@ set debug_deglobalization_clear 0 "make the new wrappers set globals to NaN afte // disabling until it's complete set prvm_garbagecollection_enable 0 -set g_mapinfo_q3compat 1 "If no .mapinfo file exists; 0 = generate .mapinfo using entities only, 1 = read .arena and .defi files directly, don't generate .mapinfo, 2 = generate .mapinfo using .arena and .defi files, and entities, 3 = generate .mapinfo using .arena and .defi files only." +set g_mapinfo_q3compat 1 "if no .mapinfo file exists; \"0\" = generate .mapinfo using entities only, \"1\" = read .arena and .defi files directly, don't generate .mapinfo, \"2\" = generate .mapinfo using .arena and .defi files, and entities, \"3\" = generate .mapinfo using .arena and .defi files only" // ... and now that everything is configured/aliased, we can do some things: diff --git a/xonotic-server.cfg b/xonotic-server.cfg index faa355069..4b64453c6 100644 --- a/xonotic-server.cfg +++ b/xonotic-server.cfg @@ -26,20 +26,20 @@ alias sv_hook_readyrestart //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; 0 = unlimited, -1 = use the map setting or unlimited if not set (rounded to multiple of team number)" +set g_maxplayers 0 "maximum number of players allowed to play at the same time; \"0\" = unlimited, \"-1\" = use the map setting or unlimited if not set (rounded to multiple of team number)" set g_maxplayers_spectator_blocktime 5 "if sv_spectate is disabled, such as by voting for \"nospectators\", this setting defines the number of seconds an observer/spectator has to join the game before they get kicked" // tournament mod set g_warmup 0 "splits the game into warmup and match stages; \"1\" = the match starts when g_warmup_majority_factor of players are ready OR g_warmup_limit is hit; >1 also requires at least g_warmup players (including bots) to join; \"-1\" = that minimum player requrement is set by the map (lower bound of 2 or 2 per team)" -set g_warmup_limit 180 "limit warmup-stage to this time (in seconds); -1 = the warmup-stage is not affected by any timelimit, 0 = the usual timelimit also affects warmup-stage" +set g_warmup_limit 180 "limit warmup-stage to this time (in seconds); \"-1\" = the warmup-stage is not affected by any timelimit, \"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 \"1\")" -set g_warmup_allguns 1 "provide more weapons on start while in warmup-stage; 0 = normal start weapons, 1 = all guns available on the map, 2 = all normal weapons" +set g_warmup_allguns 1 "provide more weapons on start while in warmup-stage; \"0\" = normal start weapons, \"1\" = all guns available on the map, \"2\" = all normal weapons" set g_warmup_majority_factor 0.8 "fraction of joined players (not including bots) sufficient to end warmup-stage before g_warmup_limit by readying up" alias sv_hook_warmupend -set g_chat_nospectators 0 "0 = spec/observer chat is always visible to the player, 1 = it is never visible to players, 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)." +set g_chat_nospectators 0 "\"0\" = spec/observer chat is always visible to the player, \"1\" = it is never visible to players, \"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; sv_timeout 1" @@ -51,21 +51,21 @@ set sv_timeout_number 2 "how many timeouts one player is allowed to call (gets r 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" -seta sv_autopause 1 "on a single player or listen server, this pauses while all clients have the menu, console, or chat open. on a dedicated server this pauses after starting a map if the server is empty and unpauses when the first player joins the empty server." +seta sv_autopause 1 "on a single player or listen server, this pauses while all clients have the menu, console, or chat open. on a dedicated server this pauses after starting a map if the server is empty and unpauses when the first player joins the empty server" set g_telefrags 1 "enables 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_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_teleport_minspeed 0 "minimum speed that a player can keep when going through a teleporter which affects 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_time 4.5 "amount of time a respawn ghost lasts before it starts fading out; 0 = ghosts are disabled and instead fade when the body would" +set g_respawn_ghosts_time 4.5 "amount of time a respawn ghost lasts before it starts fading out; \"0\" = ghosts are disabled and instead fade when the body would" set g_respawn_ghosts_fadetime 1.5 "amount of time a respawn ghost takes to fade out" set g_respawn_ghosts_alpha 1 "respawn ghost alpha" -set sv_gibhealth 100 "Minus health a dead body must have in order to get gibbed" +set sv_gibhealth 100 "minus health a dead body must have in order to get gibbed" // use default physics sv_playerphysicsqc 1 @@ -89,25 +89,25 @@ set sv_jumpspeedcap_min "" "lower bound on the baseline velocity of a jump; fina 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" -set sv_jumpvelocity_crouch 0 "jump height while crouching; 0 = regular jump height" +set sv_jumpvelocity_crouch 0 "jump height while crouching; \"0\" = regular jump height" set sv_precacheplayermodels 1 "preload all the player models at game start, to avoid delays during gameplay" set sv_spectator_speed_multiplier 1.5 "base movement speed factor of spectators, all movement settings scale off this" set sv_spectator_speed_multiplier_min 1 "minimum movement speed factor for spectators as determined by scrolling" set sv_spectator_speed_multiplier_max 5 "maximum movement speed factor for spectators as determined by scrolling" -set sv_spectate 1 "1 = clients are allowed to spectate or observe the game, 0 = clients spawn as players immediately or are kicked after g_maxplayers_spectator_blocktime if that's not possible (NOTE: incompatible with spec-based features such as sv_maxidle_playertospectator and g_balance_teams_queue)" +set sv_spectate 1 "\"1\" = clients are allowed to spectate or observe the game, \"0\" = clients spawn as players immediately or are kicked after g_maxplayers_spectator_blocktime if that's not possible (NOTE: incompatible with spec-based features such as sv_maxidle_playertospectator and g_balance_teams_queue)" set sv_defaultcharacter 0 "master switch, if \"1\" the further configuration for replacing all player models, skins and colors is taken from the sv_defaultplayermodel, sv_defaultplayerskin, and sv_defaultplayercolors variables" set sv_defaultcharacterskin 0 "if \"1\", the further configuration for replacing all skins is taken from the sv_defaultplayerskin variables" set sv_defaultplayermodel "models/player/erebus.iqm" "default model selection, only works if sv_defaultcharacter is \"1\"; you may append a : suffix to model names; you can specify multiple, separated by space, and a random one will be chosen" set sv_defaultplayerskin 0 "each model has 1 or more skins (combination of model and skin makes a character), set which skin of the model you wish the default character to have, only works if sv_defaultcharacter is \"1\"; can be overridden by : suffix in sv_defaultplayermodel" set sv_defaultplayermodel_red "" "\"\" means see sv_defaultplayermodel" -set sv_defaultplayerskin_red 0 "skin to use on the red team; 0 = instead use sv_defaultplayerskin" +set sv_defaultplayerskin_red 0 "skin to use on the red team; \"0\" = instead use sv_defaultplayerskin" set sv_defaultplayermodel_blue "" "\"\" means see sv_defaultplayermodel" -set sv_defaultplayerskin_blue 0 "skin to use on the blue team; 0 = instead use sv_defaultplayerskin" +set sv_defaultplayerskin_blue 0 "skin to use on the blue team; \"0\" = instead use sv_defaultplayerskin" set sv_defaultplayermodel_yellow "" "\"\" means see sv_defaultplayermodel" -set sv_defaultplayerskin_yellow 0 "skin to use on the yellow team; 0 = instead use sv_defaultplayerskin" +set sv_defaultplayerskin_yellow 0 "skin to use on the yellow team; \"0\" = instead use sv_defaultplayerskin" set sv_defaultplayermodel_pink "" "\"\" means see sv_defaultplayermodel" -set sv_defaultplayerskin_pink 0 "skin to use on the pink team; 0 = instead use sv_defaultplayerskin" +set sv_defaultplayerskin_pink 0 "skin to use on the pink team; \"0\" = instead use sv_defaultplayerskin" set 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 \"1\", the server forces all clients to create a local screenshot once the map ended" net_messagetimeout 30 @@ -116,46 +116,46 @@ sv_jumpstep 1 // step up stairs while jumping, makes it easier to reach ledges set 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" -set 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" -set bot_prefix [BOT] "Prefix in front of the bot names" -set bot_suffix "" "Suffix behind the bot names" +set bot_config_file bots.txt "name and path of the bot configuration file" +set bot_number 0 "minimum number of bots" +set 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" +set bot_prefix [BOT] "prefix in front of the bot names" +set bot_suffix "" "suffix behind the bot names" skill 8 set 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 means Goal Reached, Yellow means Obstacle found, Red means 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." -set bot_typefrag 0 "Allow bots to shoot players while they're typing" +set bot_debug_tracewalk 0 "enable visual indicators for short-term navigation. green means Goal Reached, Yellow means Obstacle found, Red means 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" +set bot_typefrag 0 "allow bots to shoot players while they're typing" // general bot AI cvars -set bot_ai_thinkinterval 0.05 "Frame rate at which bots update their navigation and aiming, scales by skill" -set bot_ai_strategyinterval 7 "How often a new objective is chosen" -set bot_ai_strategyinterval_movingtarget 5.5 "How often a new objective is chosen when the current objective can move" -set bot_ai_enemydetectioninterval 2 "How often bots try to pick a new target if no suitable target is found" -set bot_ai_enemydetectioninterval_stickingtoenemy 4 "How often bots try to pick a new target while targetting an enemy" -set bot_ai_enemydetectionradius 10000 "How far bots can see enemies" -set bot_ai_dodgeupdateinterval 0.2 "How often bots scan for items to dodge (NOTE: 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 bots scan for waypoints with dangers near" -set bot_ai_dangerdetectionupdates 64 "How many waypoints will be considered by bots for danger detection" -set bot_ai_aimskill_blendrate 2 "How much correction will be applied to the aiming angle for bots" -set bot_ai_aimskill_fixedrate 15 "Distance based scale from which correction will be applied to the aiming angle for bots" +set bot_ai_thinkinterval 0.05 "frame rate at which bots update their navigation and aiming, scales by skill" +set bot_ai_strategyinterval 7 "how often a new objective is chosen" +set bot_ai_strategyinterval_movingtarget 5.5 "how often a new objective is chosen when the current objective can move" +set bot_ai_enemydetectioninterval 2 "how often bots try to pick a new target if no suitable target is found" +set bot_ai_enemydetectioninterval_stickingtoenemy 4 "how often bots try to pick a new target while targetting an enemy" +set bot_ai_enemydetectionradius 10000 "how far bots can see enemies" +set bot_ai_dodgeupdateinterval 0.2 "how often bots scan for items to dodge (NOTE: 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 bots scan for waypoints with dangers near" +set bot_ai_dangerdetectionupdates 64 "how many waypoints will be considered by bots for danger detection" +set bot_ai_aimskill_blendrate 2 "how much correction will be applied to the aiming angle for bots" +set bot_ai_aimskill_fixedrate 15 "distance based scale from which correction will be applied to the aiming angle for bots" set bot_ai_aimskill_firetolerance 1 "enable fire tolerance for bots" -set bot_ai_aimskill_mouse 1 "How much of the bot aiming filters are applied" +set bot_ai_aimskill_mouse 1 "how much of the bot aiming filters are applied" set bot_ai_keyboard_distance 250 "bot keyboard emulation is disabled after this distance to the goal" set bot_ai_keyboard_threshold 0.57 -set bot_ai_aimskill_offset 1.8 "Amount of error induced to the bots' aim" -set bot_ai_aimskill_think 1 "bot aiming velocity. Use values below 1 for slower aiming" -set bot_ai_custom_weapon_priority_distances "300 850" "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 oknex vortex rifle electro devastator mortar hagar hlac crylink blaster okmachinegun machinegun fireball seeker okshotgun shotgun shockwave tuba minelayer" "Desired weapons by bots for far distances ordered by priority" -set bot_ai_custom_weapon_priority_mid "vaporizer devastator oknex vortex fireball seeker mortar electro okmachinegun machinegun arc crylink hlac hagar okshotgun shotgun shockwave blaster rifle tuba minelayer" "Desired weapons by bots for middle distances ordered by priority" -set bot_ai_custom_weapon_priority_close "vaporizer oknex vortex okshotgun shotgun shockwave okmachinegun machinegun arc hlac tuba seeker hagar crylink mortar electro devastator blaster fireball rifle minelayer" "Desired weapons by bots for close distances ordered by priority" -set bot_ai_weapon_combo 1 "Allow bots to do weapon combos" +set bot_ai_aimskill_offset 1.8 "amount of error induced to the bots' aim" +set bot_ai_aimskill_think 1 "bot aiming velocity. use values below 1 for slower aiming" +set bot_ai_custom_weapon_priority_distances "300 850" "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 oknex vortex rifle electro devastator mortar hagar hlac crylink blaster okmachinegun machinegun fireball seeker okshotgun shotgun shockwave tuba minelayer" "desired weapons by bots for far distances ordered by priority" +set bot_ai_custom_weapon_priority_mid "vaporizer devastator oknex vortex fireball seeker mortar electro okmachinegun machinegun arc crylink hlac hagar okshotgun shotgun shockwave blaster rifle tuba minelayer" "desired weapons by bots for middle distances ordered by priority" +set bot_ai_custom_weapon_priority_close "vaporizer oknex vortex okshotgun shotgun shockwave okmachinegun machinegun arc hlac tuba seeker hagar crylink mortar electro devastator blaster fireball rifle minelayer" "desired weapons by bots for close distances ordered by priority" +set bot_ai_weapon_combo 1 "allow bots to do weapon combos" set bot_ai_weapon_combo_threshold 0.4 "bots 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 X seconds" -set bot_ai_bunnyhop_skilloffset 7 "Bots with skill equal or greater than this value will perform the 'bunnyhop' technique" +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 X 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_dir_deviation_max 20 "bots bunnyhop if speed - direction deviation is <= this amount" set bot_ai_bunnyhop_downward_pitch_max 30 "bots bunnyhop if their downward pitch towards the next waypoint is <= this amount" set bot_ai_bunnyhop_turn_angle_max 80 "bots bunnyhop if their next turn angle is <= this amount at walk speed (sv_maxspeed)" @@ -163,45 +163,45 @@ set bot_ai_bunnyhop_turn_angle_min 4 "bot sbunnyhop regardless of speed if their set bot_ai_bunnyhop_turn_angle_reduction 40 "linearly reduce bot max turn angle by this amount when speed increases by sv_maxspeed" set bot_god 0 "enable god mode for bots" set bot_ai_navigation_jetpack 0 "allow 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" +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 bot aiming angle" -set bot_ai_aimskill_order_mix_2nd 0.075 "Amount of the 2nd filter output to apply to the bot aiming angle" -set bot_ai_aimskill_order_mix_3th 0.01 "Amount of the 3th filter output to apply to the bot aiming angle" -set bot_ai_aimskill_order_mix_4th 0.0375 "Amount of the 4th filter output to apply to the bot aiming angle" -set bot_ai_aimskill_order_mix_5th 0.01 "Amount of the 5th filter output to apply to the bot aiming angle" +set bot_ai_aimskill_order_mix_1st 0.01 "amount of the 1st filter output to apply to the bot aiming angle" +set bot_ai_aimskill_order_mix_2nd 0.075 "amount of the 2nd filter output to apply to the bot aiming angle" +set bot_ai_aimskill_order_mix_3th 0.01 "amount of the 3th filter output to apply to the bot aiming angle" +set bot_ai_aimskill_order_mix_4th 0.0375 "amount of the 4th filter output to apply to the bot aiming angle" +set bot_ai_aimskill_order_mix_5th 0.01 "amount of the 5th filter output to apply to the bot aiming angle" set bot_ai_aimskill_order_filter_1st 0.2 "bot aiming position filter" set bot_ai_aimskill_order_filter_2nd 0.2 "bot aiming movement filter" set bot_ai_aimskill_order_filter_3th 0.1 "bot aiming acceleration filter" -set bot_ai_aimskill_order_filter_4th 0.2 "bot aiming position prediction filter. Used rarely" -set bot_ai_aimskill_order_filter_5th 0.25 "bot aiming movement prediction filter. Used rarely" +set bot_ai_aimskill_order_filter_4th 0.2 "bot aiming position prediction filter. used rarely" +set bot_ai_aimskill_order_filter_5th 0.25 "bot aiming 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 "Enables display and placement of bot navigation waypoints, use g_waypointeditor_saveall when done" -set g_waypointeditor_auto 0 "Automatically create waypoints for bots while playing (WARNING: this currently creates too many of them)" -set g_waypointeditor_symmetrical 0 "Enable symmetrical editing of waypoints on symmetrical CTF maps (NOTE: assumes 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_allowload 1 "Allow loading symmetry settings from waypoint files into g_waypointeditor_symmetrical* cvars on map start" -set g_waypointeditor_symmetrical_origin "0 0" "Custom origin of symmetry (X Y)" +set g_waypointeditor 0 "enables display and placement of bot navigation waypoints, use g_waypointeditor_saveall when done" +set g_waypointeditor_auto 0 "automatically create waypoints for bots while playing (WARNING: this currently creates too many of them)" +set g_waypointeditor_symmetrical 0 "enable symmetrical editing of waypoints on symmetrical CTF maps (NOTE: assumes 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_allowload 1 "allow loading symmetry settings from waypoint files into g_waypointeditor_symmetrical* cvars on map start" +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)" // script-ignore set bot_ignore_bots 0 "make bots not shoot at other bots" set bot_join_empty 0 "make bots play if no player has joined the server" -set bot_vs_human 0 "Bots and humans play in different teams when set. positive values make an all-bot blue team, negative values 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 bot_vs_human 0 "bots and humans play in different teams when set. positive values make an all-bot blue team, negative values 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 players are invincible after they spawn. this shield is lost after they fire" -set g_spawnshield_blockdamage 1 "how much spawnshield protects players from damage; 1 = full protection" -set g_antilag 2 "enable AntiLag; 0 = no AntiLag, 1 = verified client side hit scan, 2 = server side hit scan in the past" +set g_spawnshield_blockdamage 1 "how much spawnshield protects players from damage; \"1\" = full protection" +set g_antilag 2 "enable AntiLag; \"0\" = no AntiLag, \"1\" = verified client side hit scan, \"2\" = server side hit scan in the past" set g_antilag_nudge 0 "don't touch" set g_shootfromeye 1 "shots are fired from players' eyes/crosshairs; 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 players' weapons; 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_weapon_stay 0 "1 = ghost weapons can be picked up but give no ammo, thrown guns have ammo, 2 = ghost weapons can be picked up and refill ammo to one pickup size, thrown guns have no ammo (to prevent infinite ammo abuse)" +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_weapon_stay 0 "\"1\" = ghost weapons can be picked up but give no ammo, thrown guns have ammo, \"2\" = ghost weapons can be picked up and refill ammo to one pickup size, thrown guns have no ammo (to prevent infinite ammo abuse)" set g_weapon_throwable 1 "allow dropping weapons" -set g_powerups -1 "0 = no powerups will spawn, 1 = they will spawn in all game modes, -1 = use game mode default" -set g_powerups_drop 0 "allow dropping powerups; 1 = timer continues, 2 = timer freezes until picked up" -set g_powerups_drop_ondeath 1 "players will drop their powerups on death; 1 = timer continues, 2 = timer freezes until picked up" +set g_powerups -1 "\"0\" = no powerups will spawn, \"1\" = they will spawn in all game modes, \"-1\" = use game mode default" +set g_powerups_drop 0 "allow dropping powerups; \"1\" = timer continues, \"2\" = timer freezes until picked up" +set g_powerups_drop_ondeath 1 "players will drop their powerups on death; \"1\" = timer continues, \"2\" = timer freezes until picked up" set g_powerups_stack 0 "enables stacking of powerup timers when a player picks up a powerup they already have; otherwise timer is reset to the time granted by the item, if greater than the time they currently have" set g_powerups_strength 1 "allow Strength powerups to spawn" set g_powerups_shield 1 "allow Shield powerups to spawn" @@ -209,11 +209,11 @@ set g_powerups_speed 1 "allow Speed powerups to spawn" set g_powerups_invisibility 1 "allow Invisibility powerups to spawn" set g_powerups_jetpack 1 "allow Jetpacks to spawn" set g_powerups_fuelregen 1 "allow Fuel Regenerators to spawn" -set g_use_ammunition 1 "0 = all weapons have unlimited ammo" -set g_pickup_items -1 "0 = all items (health, armor, ammo, weapons...) are removed from the map, 1 = they are forced to spawn" -set g_pickup_respawntime_scaling_reciprocal 0 "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `reciprocal` (with `offset` and `linear` set to \"0\") can be used to achieve a constant number of items spawned *per player*" -set g_pickup_respawntime_scaling_offset 0 "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `offset` offsets the curve left or right (NOTE: results are not intuitive and it is recommend to plot the respawn time and the number of items per player to see what's happening)" -set g_pickup_respawntime_scaling_linear 1 "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `linear` can be used to simply scale the respawn time linearly" +set g_use_ammunition 1 "\"0\" = all weapons have unlimited ammo" +set g_pickup_items -1 "\"0\" = all items (health, armor, ammo, weapons...) are removed from the map, \"1\" = they are forced to spawn" +set g_pickup_respawntime_scaling_reciprocal 0 "multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `reciprocal` (with `offset` and `linear` set to \"0\") can be used to achieve a constant number of items spawned *per player*" +set g_pickup_respawntime_scaling_offset 0 "multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `offset` offsets the curve left or right (NOTE: results are not intuitive and it is recommend to plot the respawn time and the number of items per player to see what's happening)" +set g_pickup_respawntime_scaling_linear 1 "multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `linear` can be used to simply scale the respawn time linearly" set g_weaponarena "0" "put in a list of weapons to enable a weapon arena mode, or try \"all\", \"most\", \"all_available\", or \"most_available\" (available only gives the weapon if the map normally has it as a pickup item)" 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" @@ -223,7 +223,7 @@ set g_fullbrightplayers 0 "brightens up player models (NOTE: the color, skin, or set g_fullbrightitems 0 "disables lighting effects on items, making them appear bright for visibility" 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 are sent to the client; 0 = none, 1 = only Shotgun casings, 2 = Shotgun and Machinegun casings" +set g_casings 2 "specifies which casings are sent to the client; \"0\" = none, \"1\" = only Shotgun casings, \"2\" = shotgun and Machinegun casings" set g_norecoil 1 "if \"1\", shooting weapons won't make the crosshair to move upwards (recoil)" set g_maplist_mostrecent "" "contains the name of the maps that were most recently played" set g_maplist_mostrecent_count 3 "number of most recent maps that are blocked from being played again" @@ -246,20 +246,20 @@ set g_player_brightness 0 "set to \"2\" for brighter players" set g_player_damageforcescale 2 "push multiplier of attacks against players" -set g_player_damageplayercenter 1 "0 = always calculate knockback force direction from player's eyes instead of bbox center, 1 = use bbox center point for others, shot origin for attacker's self damage" +set g_player_damageplayercenter 1 "\"0\" = always calculate knockback force direction from player's eyes instead of bbox center, \"1\" = use bbox center point for others, shot origin for attacker's self damage" -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_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_spawn_alloweffects 3 "allow clients to enable spawn point and event effects such as particles and sounds, see cl_spawn_ cvars for more info; 1 = for particles only, 2 = sound only, 3 = both" +set g_spawn_alloweffects 3 "allow clients to enable spawn point and event effects such as particles and sounds, see cl_spawn_ cvars for more info; \"1\" = for particles only, \"2\" = sound only, \"3\" = both" set g_spawn_furthest 0.5 "this fraction of 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 players have to wait before they can respawn again" -set g_respawn_delay_small_count 0 "Player count per team for g_respawn_delay_small. values <= 0 mean the minimum amount of players to have gameplay (typically 2 in FFA, 1 in teamplay)." +set g_respawn_delay_small_count 0 "player count per team for g_respawn_delay_small. values <= 0 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 players have to wait before they can respawn again" -set g_respawn_delay_large_count 8 "Player count per team for g_respawn_delay_large. values <= 0 mean the minimum amount of players to have gameplay (typically 2 in FFA, 1 in teamplay)." +set g_respawn_delay_large_count 8 "player count per team for g_respawn_delay_large. values <= 0 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 players can wait before they're forced to respawn (REQUIRES: g_forced_respawn 1 to be effective)" set g_respawn_delay_forced 0 "enforce regular respawn delay (prevent game mode specific respawn delays)" set g_respawn_waves 0 "respawn in waves (every X seconds), intended to decrease overwhelming base attacks" @@ -271,7 +271,7 @@ set timelimit_suddendeath 5 "number of minutes suddendeath mode lasts after all // common team values -set 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*" +set 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*" set g_mirrordamage 0.7 "for teamplay_mode 4. mirror damage factor" set g_mirrordamage_virtual 1 "for teamplay_mode 4. do not actually apply mirror damage, just show graphics effect for it" set g_mirrordamage_onlyweapons 0 "for teamplay_mode 4. only apply mirror damage if the attack was from a weapon" @@ -285,7 +285,7 @@ set g_balance_teams 1 "automatically balance out players entering instead of ask set g_balance_teams_prevent_imbalance 1 "prevent players from changing to larger teams during the match" set g_balance_teams_queue 0 "queue players to maintain balance when they join during the match, any bots should be added with minplayers_per_team instead of bot_number so humans can replace them instead of waiting in queue while a bot plays" set g_balance_teams_remove 0 "remove excess players from teams to maintain balance when someone leaves (currently does nothing in matches with more than 2 teams)" -set g_balance_teams_remove_wait 10 "seconds to warn everyone before removing an excess player; 0 = immediately" +set g_balance_teams_remove_wait 10 "seconds to warn everyone before removing an excess player; \"0\" = immediately" set g_changeteam_banned 0 "not allowed to change team" set sv_teamnagger 2 "enable a nag message when the teams are unbalanced, value sets team size difference threshold, \"1\" is recommended when g_balance_teams_queue is enabled, g_warmup won't end while the message is visible" @@ -295,12 +295,12 @@ 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" -set g_throughfloor_min_steps_player 1 "Minimum number of steps for splash damage" -set g_throughfloor_min_steps_other 1 "Minimum number of steps for splash damage" -set g_throughfloor_max_steps_player 100 "Maximum number of steps for splash damage" -set g_throughfloor_max_steps_other 10 "Maximum number of steps for splash damage" +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" +set g_throughfloor_min_steps_player 1 "minimum number of steps for splash damage" +set g_throughfloor_min_steps_other 1 "minimum number of steps for splash damage" +set g_throughfloor_max_steps_player 100 "maximum number of steps for splash damage" +set g_throughfloor_max_steps_other 10 "maximum number of steps for splash damage" // note: for damage X, 0.25 * ((1-g_throughfloor_damage)*X / g_throughfloor_damage_max_stddev)^2 steps are used // for these numbers: // damage 25: 3 @@ -339,7 +339,7 @@ set sv_eventlog_ipv6_delimiter 0 "use a _ delimiter for IPV6 IPs, so that they c set lastlevel "" "for singleplayer use, shows the menu once the match has ended" set quit_when_empty 0 "if \"1\", the server exits when the next level would start but is empty" -set quit_and_redirect "" "set to an IP to redirect all players at the end of the match to another server. Set to \"self\" to let all players reconnect at the end of the match (use it to make seamless engine updates)" +set quit_and_redirect "" "set to an IP to redirect all players at the end of the match to another server. set to \"self\" to let all players reconnect at the end of the match (use it to make seamless engine updates)" set quit_and_redirect_timer 1.5 "set to number of seconds after quit before performing the connect operation of quit_and_redirect" // Green's fullbright skins, updated by Samual @@ -359,9 +359,9 @@ set sv_curl_serverpackages_auto 1 "automatically add packs with *.serverpackage set sv_motd "" "additional information to show on the welcome screen that greets joining players" set sv_termsofservice_url "" "URL from which server specific Terms of Service should be downloaded" -set g_waypoints_for_items 0 "make waypoints out of items; 0 = never, 1 = unless the mapper prevents it by worldspawn.spawnflags & 1, 2 = always" +set g_waypoints_for_items 0 "make waypoints out of items; \"0\" = never, \"1\" = unless the mapper prevents it by worldspawn.spawnflags & 1, \"2\" = always" -set g_maplist_votable 6 "number of maps that are shown in the map voting at the end of a match; 0 = show none" +set g_maplist_votable 6 "number of maps that are shown in the map voting at the end of a match; \"0\" = show none" set g_maplist_votable_keeptwotime 15 "show only 2 options after this amount of time during map vote screen" set g_maplist_votable_timeout 30 "timeout for the map voting; must be below 50 seconds!" set g_maplist_votable_suggestions 2 "number of maps a player is allowed to suggest for the map voting screen using 'suggestmap'" @@ -374,8 +374,8 @@ set sv_vote_gametype 0 "show a vote screen for gametypes before map vote screen" set sv_vote_gametype_keeptwotime 10 "show only 2 options after this amount of time during gametype vote screen" set sv_vote_gametype_options "dm tdm ca ctf" "identifiers of game modes on the voting screen, can be custom (max 9 chars). see example in server/server.cfg" set sv_vote_gametype_timeout 20 "how long the gametype vote screen lasts" -set sv_vote_gametype_default_current 1 "Keep the current gametype if no one votes" -set sv_vote_gametype_maplist_reset 1 "Reset g_maplist when switching to a new gametype" +set sv_vote_gametype_default_current 1 "keep the current gametype if no one votes" +set sv_vote_gametype_maplist_reset 1 "reset g_maplist when switching to a new gametype" set g_chat_flood_spl 3 "in normal chat, seconds between lines to not count as flooding" set g_chat_flood_lmax 2 "in normal chat, maximum number of lines per chat message at once" @@ -392,9 +392,9 @@ set g_chat_private_allowed 1 "allow players to communicate via in-game private c set g_chat_spectator_allowed 1 "allow spectators to communicate via in-game chat" set g_chat_team_allowed 1 "allow players to communicate via in-game team chat" set g_chat_teamcolors 0 "colorize nicknames in team color for chat" -set g_chat_tellprivacy 1 "0 = tell messages are also sent to the server console log, 1 = they're kept private between players." +set g_chat_tellprivacy 1 "\"0\" = tell messages are also sent to the server console log, \"1\" = they're kept private between players" set g_chat_show_playerid 0 "when enabled, show the player numbers next to their names in the chat" -set g_nick_flood_timeout 120 "time after which nick flood protection resets; 0 = disable nick flood checking" +set g_nick_flood_timeout 120 "time after which nick flood protection resets; \"0\" = disable nick flood checking" set g_nick_flood_penalty 0.5 "duration of the nick flood penalty" set g_nick_flood_penalty_yellow 3 "number of changes to allow before warning and movement blocking" set g_nick_flood_penalty_red 30 "number of changes to allow before totally disorienting the player" @@ -407,7 +407,7 @@ set sv_itemstime 1 "enable networking of time left until respawn for items such // bans set g_ban_default_bantime 5400 "default ban time in seconds" -set g_ban_default_masksize 3 "0 = ban by UID only, 1 = ban by /8 (IPv6 /32) network, 2 = ban by /16 (IPv6 /48) network, 3 = ban by /24 (IPv6 /56) network, 4 = ban by single IP (IPv6 /64) network" +set g_ban_default_masksize 3 "\"0\" = ban by UID only, \"1\" = ban by /8 (IPv6 /32) network, \"2\" = ban by /16 (IPv6 /48) network, \"3\" = ban by /24 (IPv6 /56) network, \"4\" = ban by single IP (IPv6 /64) network" set g_ban_sync_uri "" "sync using this ban list provider (empty string to disable)" set g_ban_sync_interval 5 "sync interval in minutes" set g_ban_sync_trusted_servers "" "request ban lists from these Xonotic servers (do not include your own server there, or unbanning may fail)" @@ -443,20 +443,20 @@ set sv_maxidle_playertospectator 60 "move players idle for more than this amount sv_allowdownloads_inarchive 1 // for csprogs.dat sv_allowdownloads 0 // download protocol is evil -set g_jump_grunt 0 "Do you make a grunting noise every time you jump? is it the same grunting noise every time?" +set g_jump_grunt 0 "do you make a grunting noise every time you jump? is it the same grunting noise every time?" set g_maplist_allow_hidden 0 "allow hidden maps to be, e.g., voted for and in the maplist" -set g_maplist_allow_frustrating 0 "allow impossible maps to be, e.g., voted for and in the maplist; 2 = ONLY impossible maps are allowed" +set g_maplist_allow_frustrating 0 "allow impossible maps to be, e.g., voted for and in the maplist; \"2\" = ONLY impossible maps are allowed" set sv_clones 0 "number of clones a player may make (reset by the \"kill\" command)" -set g_showweaponspawns 1 "1 = display waypoints for weapon spawns found on the map when a weapon key is pressed and the weapon is not owned, 2 = for dropped weapons too, 3 = for all the weapons sharing the same impulse" +set g_showweaponspawns 1 "\"1\" = display waypoints for weapon spawns found on the map when a weapon key is pressed and the weapon is not owned, \"2\" = for dropped weapons too, \"3\" = for all the weapons sharing the same impulse" set g_ballistics_mindistance 2 "when shooting through walls thinner than this, treat them as this thick (NOTE: useful because patches (curved surfaces) have no thickness)" set g_ballistics_density_player 0.50 "how hard players are to shoot through compared to walls" set g_ballistics_density_corpse 0.10 "how hard corpses are to shoot through compared to walls" set g_ballistics_penetrate_clips 1 "allow ballistics to pass through weapon clips" -set g_ballistics_solidpenetration_exponent 1 "how fast damage falls off when bullets pass through walls; \"1\" means linear, lower values mean slower initial falloff but faster once there's little solidpenetration left (damage_fraction = solidpen_fraction ^ exp for solidpen_fraction between 0 and 1)" +set g_ballistics_solidpenetration_exponent 1 "how fast damage falls off when bullets pass through walls; \"1\" means linear, lower values mean slower initial falloff but faster once there's little solidpenetration left (\"damage_fraction\" = solidpen_fraction ^ exp for solidpen_fraction between 0 and 1)" sv_status_show_qcstatus 1 "Xonotic uses this field instead of frags" set g_full_getstatus_responses 0 "this currently breaks qstat" @@ -495,15 +495,15 @@ set g_debug_bot_commands 0 "print scripted bot commands before executing" // weapon accuracy stats set sv_accuracy_data_share 1 "send weapon accuracy data statistics to spectating clients, depending on cl_accuracy_data_share" -set sv_accuracy_data_send 1 "1 = send weapon accuracy data statistics and improved score info to all the clients at the end of the match, depending on cl_accuracy_data_receive, 0 = send the current 'player has won' to all the clients" +set sv_accuracy_data_send 1 "\"1\" = send weapon accuracy data statistics and improved score info to all the clients at the end of the match, depending on cl_accuracy_data_receive, \"0\" = send the current 'player has won' to all the clients" // debug set _independent_players 0 "DO NOT TOUCH" set _notarget 0 "NO, REALLY, DON'T" -set debug_text_3d_default_align 0 "Default text alignment for debug_text_3d()" -set debug_text_3d_default_duration 10 "Default duration for debug_text_3d()" -set debug_text_3d_default_velocity "0 -10 0" "Default velocity for debug_text_3d() in screen coords (X and Y from top left)" +set debug_text_3d_default_align 0 "default text alignment for debug_text_3d()" +set debug_text_3d_default_duration 10 "default duration for debug_text_3d()" +set debug_text_3d_default_velocity "0 -10 0" "default velocity for debug_text_3d() in screen coords (X and Y from top left)" ///////// qc debugger shortcuts ///////// // breakpoint @@ -572,7 +572,7 @@ set sv_q3compat_changehitbox 0 "use Q3 player hitbox dimensions and camera heigh set g_movement_highspeed 1 "multiplier scale for movement speed (applies to sv_maxspeed and sv_maxairspeed, also applies to air acceleration when g_movement_highspeed_q3_compat is \"0\")" set g_movement_highspeed_q3_compat 0 "apply speed modifiers to air movement in a more Q3-compatible way (only apply speed buffs and g_movement_highspeed to max air speed, not to acceleration)" -set g_maxspeed 0 "player speed limit, faster players are killed; 0 = unlimited speed" +set g_maxspeed 0 "player speed limit, faster players are killed; \"0\" = unlimited speed" // sv_cullentities_trace is 1, so the client doesn't have to sv_cullentities_trace 1 @@ -611,13 +611,13 @@ set g_forced_team_otherwise "default" "action if a non-listed player joins (can alias g_forced_team_matchsetup "map $1; settemp g_forced_team_red \"$2\"; settemp g_forced_team_blue \"$3\"; settemp g_forced_team_yellow \"$4\"; settemp g_forced_team_pink \"$5\"; settemp g_forced_team_otherwise spectate" // frozen -set g_frozen_revive_falldamage 0 "Enable reviving from this amount of fall damage" -set g_frozen_revive_falldamage_health 40 "Amount of health player has if they were revived by falling" +set g_frozen_revive_falldamage 0 "enable reviving from this amount of fall damage" +set g_frozen_revive_falldamage_health 40 "amount of health player has if they were revived by falling" set g_frozen_damage_trigger 1 "frozen players falling into the void/lava/slime will die instead of teleporting to spawn" -set g_frozen_force 0.6 "How much to multiply the force on a frozen player with" +set g_frozen_force 0.6 "how much to multiply the force on a frozen player with" // player statistics -set g_playerstats_gamereport_uri "https://stats.xonotic.org/stats/submit" "Output player statistics information to either URL (with \"://\"), console (with a dash like this \"-\"), or supply a filename to output to data directory." +set g_playerstats_gamereport_uri "https://stats.xonotic.org/stats/submit" "output player statistics information to either URL (with \"://\"), console (with a dash like this \"-\"), or supply a filename to output to data directory" set g_playerstats_gamereport_ladder "" set g_playerstats_playerbasic_uri "https://stats.xonotic.org" set g_playerstats_playerdetail_uri "https://stats.xonotic.org/player/me" @@ -649,9 +649,9 @@ seta _posview_angles "0 0 0" // mod names for server browser // note: the lowest of these that mismatches default is used -set g_mod_physics "" "Current physics config name" -set g_mod_balance "" "Current balance config name" -set g_mod_config "" "Current config mod name" +set g_mod_physics "" "current physics config name" +set g_mod_balance "" "current balance config name" +set g_mod_config "" "current config mod name" // other config files exec testing.cfg @@ -671,13 +671,13 @@ set sv_join_notices_time 15 "how long the alert is shown on the player's screen" set sv_simple_items 1 "allow client use of simple items" -set sv_showspectators 1 "1 = show who's spectating whom in the player info panel when client has cl_showspectators on (shouldn't be used on competitive servers, or when watching a suspected cheater), 2 = only spectators can see the spectators list" +set sv_showspectators 1 "\"1\" = show who's spectating whom in the player info panel when client has cl_showspectators on (shouldn't be used on competitive servers, or when watching a suspected cheater), \"2\" = only spectators can see the spectators list" -set sv_damagetext 2 "0 = disable damage text, 1 = show damage text to spectators, 2 = also to the attacker, 3 = show damage text to all players" +set sv_damagetext 2 "\"0\" = disable damage text, \"1\" = show damage text to spectators, \"2\" = also to the attacker, \"3\" = show damage text to all players" -set sv_show_entnum 0 "Show the number and some info of the entity you're aiming at" +set sv_show_entnum 0 "show the number and some info of the entity you're aiming at" -set sv_showfps 0 "Show players' FPS counters in the scoreboard. This setting acts as a delay in seconds between updates (NOTE: this gathers performance telemetry, it may require consent from players on the server depending on your legislation)" +set sv_showfps 0 "show players' FPS counters in the scoreboard. this setting acts as a delay in seconds between updates (NOTE: this gathers performance telemetry, it may require consent from players on the server depending on your legislation)" set sv_doors_always_open 0 "don't close doors after a player opens them" set sv_warpzone_allow_selftarget 0 "do not touch" @@ -685,7 +685,7 @@ set sv_warpzone_allow_selftarget 0 "do not touch" // don't notify cvar changes in the chat sv_disablenotify 1 -set sv_quickmenu_file "" "filename of a custom server's quickmenu that will be selectable from the default client's quickmenu. This file must be sent in a pk3 archive and should have an unique name (e.g. quickmenu-servername.txt) to prevent overriding existing quickmenus" +set sv_quickmenu_file "" "filename of a custom server's quickmenu that will be selectable from the default client's quickmenu. this file must be sent in a pk3 archive and should have an unique name (e.g. quickmenu-servername.txt) to prevent overriding existing quickmenus" // Avoid perf problems near '0 0 0'; `set` without a description is because only current DP has this engine cvar set sv_areagrid_link_SOLID_NOT 0