From: Mario Date: Sat, 26 Aug 2017 15:19:52 +0000 (+1000) Subject: Merge branch 'master' into Mario/invasion_types X-Git-Tag: xonotic-v0.8.5~2506^2~1 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=fdbfb6f9364d8aeae67e108400a6bd1dd37dc0b7;p=xonotic%2Fxonotic-data.pk3dir.git Merge branch 'master' into Mario/invasion_types # Conflicts: # qcsrc/server/mutators/mutator/gamemode_invasion.qc --- fdbfb6f9364d8aeae67e108400a6bd1dd37dc0b7 diff --cc gamemodes-server.cfg index 000000000,cfe8e319e..6790a3b4f mode 000000,100644..100644 --- a/gamemodes-server.cfg +++ b/gamemodes-server.cfg @@@ -1,0 -1,523 +1,524 @@@ + // =================================== + // Master config for core game modes + // =================================== + + // global gametype setting (0 = deathmatch) + set gamecfg 0 + + + // ================= + // gamestart hooks + // ================= + + alias _sv_hook_gamestart "set _sv_hook_gametype $1; _sv_hook_gamestart_stage2" + alias _sv_hook_gamestart_stage2 "sv_hook_gamestart_all; sv_hook_gamestart_${_sv_hook_gametype}" + alias sv_hook_gamestart_all + alias sv_hook_gamestart_dm + alias sv_hook_gamestart_tdm + alias sv_hook_gamestart_dom + alias sv_hook_gamestart_ctf + alias sv_hook_gamestart_lms + alias sv_hook_gamestart_ca + alias sv_hook_gamestart_kh + alias sv_hook_gamestart_ons + alias sv_hook_gamestart_as + alias sv_hook_gamestart_rc + alias sv_hook_gamestart_nb + alias sv_hook_gamestart_cts + alias sv_hook_gamestart_ka + alias sv_hook_gamestart_ft + alias sv_hook_gamestart_inv + alias sv_hook_gamerestart + alias sv_hook_gameend + + + // ===================== + // gametype vote hooks + // ===================== + // These are called when the mode is switched via gametype vote screen, + // earlier than gamestart hooks (useful for enabling per-gamemode mutators) + // The _all hook is called before the specific one + // here it sets g_maxplayers to undo what duel does + alias sv_vote_gametype_hook_all "set g_maxplayers 0" + alias sv_vote_gametype_hook_as + alias sv_vote_gametype_hook_ca + alias sv_vote_gametype_hook_ctf + alias sv_vote_gametype_hook_cts + alias sv_vote_gametype_hook_dm + alias sv_vote_gametype_hook_dom + alias sv_vote_gametype_hook_ft + alias sv_vote_gametype_hook_inv + alias sv_vote_gametype_hook_ka + alias sv_vote_gametype_hook_kh + alias sv_vote_gametype_hook_lms + alias sv_vote_gametype_hook_nb + alias sv_vote_gametype_hook_ons + alias sv_vote_gametype_hook_rc + alias sv_vote_gametype_hook_tdm + + // Preset to allow duel to be used for the gametype voting screen + // sv_vote_gametype_*_type Must be set to the name of the gametype the option is based on + // sv_vote_gametype_*_name Contains a human-readable name of the gametype + // sv_vote_gametype_*_description Contains a longer description + set sv_vote_gametype_duel_type dm + set sv_vote_gametype_duel_name Duel + set sv_vote_gametype_duel_description "One vs One match" + alias sv_vote_gametype_hook_duel "set g_maxplayers 2" + + + // =========== + // leadlimit + // =========== + // 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 "if set, leadlimit is ANDed with fraglimit (otherwise ORed)" + seta timelimit_override -1 "Time limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)" + seta fraglimit_override -1 "Frag limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)" + seta leadlimit_override -1 "Lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)" + seta capturelimit_override -1 "Capture limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)" + seta captureleadlimit_override -1 "Capture llead imit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)" + seta g_domination_point_limit -1 "Domination point limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)" + seta g_domination_point_leadlimit -1 "Domination point lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)" + seta g_keyhunt_point_limit -1 "Keyhunt point limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)" + seta g_keyhunt_point_leadlimit -1 "Keyhunt point lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)" + seta g_race_laps_limit -1 "Race laps limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)" + seta g_nexball_goallimit -1 "Nexball goal limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)" + seta g_nexball_goalleadlimit -1 "Nexball goal lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)" + seta g_invasion_point_limit -1 "Invasion point limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)" + + + // ================================= + // respawn delay/waves/weapon_stay + // ================================= + // when variables are set to anything other than 0, they take over the global setting. Negative values force an output value of zero. + set g_ctf_respawn_delay_small 1 + set g_ctf_respawn_delay_small_count 1 + set g_ctf_respawn_delay_large 5 + set g_ctf_respawn_delay_large_count 5 + set g_ctf_respawn_delay_max 0 + set g_ctf_respawn_waves 0 + set g_ctf_weapon_stay 0 + set g_dm_respawn_delay_small 0 + set g_dm_respawn_delay_small_count 0 + set g_dm_respawn_delay_large 0 + set g_dm_respawn_delay_large_count 0 + set g_dm_respawn_delay_max 0 + set g_dm_respawn_waves 0 + set g_dm_weapon_stay 0 + set g_dom_respawn_delay_small 0 + set g_dom_respawn_delay_small_count 0 + set g_dom_respawn_delay_large 0 + set g_dom_respawn_delay_large_count 0 + set g_dom_respawn_delay_max 0 + set g_dom_respawn_waves 0 + set g_dom_weapon_stay 0 + set g_lms_respawn_delay_small 0 + set g_lms_respawn_delay_small_count 0 + set g_lms_respawn_delay_large 0 + set g_lms_respawn_delay_large_count 0 + set g_lms_respawn_delay_max 0 + set g_lms_respawn_waves 0 + set g_lms_weapon_stay 0 + set g_tdm_respawn_delay_small 0 + set g_tdm_respawn_delay_small_count 0 + set g_tdm_respawn_delay_large 0 + set g_tdm_respawn_delay_large_count 0 + set g_tdm_respawn_delay_max 0 + set g_tdm_respawn_waves 0 + set g_tdm_weapon_stay 0 + set g_ka_respawn_delay_small 0 + set g_ka_respawn_delay_small_count 0 + set g_ka_respawn_delay_large 0 + set g_ka_respawn_delay_large_count 0 + set g_ka_respawn_delay_max 0 + set g_ka_respawn_waves 0 + set g_ka_weapon_stay 0 + set g_kh_respawn_delay_small 0 + set g_kh_respawn_delay_small_count 0 + set g_kh_respawn_delay_large 0 + set g_kh_respawn_delay_large_count 0 + set g_kh_respawn_delay_max 0 + set g_kh_respawn_waves 0 + set g_kh_weapon_stay 0 + set g_ca_respawn_delay_small 0 + set g_ca_respawn_delay_small_count 0 + set g_ca_respawn_delay_large 0 + set g_ca_respawn_delay_large_count 0 + set g_ca_respawn_delay_max 0 + set g_ca_respawn_waves 0 + set g_ca_weapon_stay 0 + set g_nb_respawn_delay_small 0 + set g_nb_respawn_delay_small_count 0 + set g_nb_respawn_delay_large 0 + set g_nb_respawn_delay_large_count 0 + set g_nb_respawn_delay_max 0 + set g_nb_respawn_waves 0 + set g_nb_weapon_stay 0 + set g_as_respawn_delay_small 0 + set g_as_respawn_delay_small_count 0 + set g_as_respawn_delay_large 0 + set g_as_respawn_delay_large_count 0 + set g_as_respawn_delay_max 0 + set g_as_respawn_waves 0 + set g_as_weapon_stay 0 + set g_ons_respawn_delay_small 0 + set g_ons_respawn_delay_small_count 0 + set g_ons_respawn_delay_large 0 + set g_ons_respawn_delay_large_count 0 + set g_ons_respawn_delay_max 0 + set g_ons_respawn_waves 0 + set g_ons_weapon_stay 0 + set g_rc_respawn_delay_small 0 + set g_rc_respawn_delay_small_count 0 + set g_rc_respawn_delay_large 0 + set g_rc_respawn_delay_large_count 0 + set g_rc_respawn_delay_max 0 + set g_rc_respawn_waves 0 + set g_rc_weapon_stay 0 + set g_cts_respawn_delay_small -1 // CTS shall have instant respawn. + set g_cts_respawn_delay_small_count 0 + set g_cts_respawn_delay_large -1 // CTS shall have instant respawn. + set g_cts_respawn_delay_large_count 0 + set g_cts_respawn_delay_max 0 + set g_cts_respawn_waves 0 + set g_cts_weapon_stay 2 + set g_ft_respawn_delay_small 0 + set g_ft_respawn_delay_small_count 0 + set g_ft_respawn_delay_large 0 + set g_ft_respawn_delay_large_count 0 + set g_ft_respawn_delay_max 0 + set g_ft_respawn_waves 0 + set g_ft_weapon_stay 0 + set g_inv_respawn_delay_small 0 + set g_inv_respawn_delay_small_count 0 + set g_inv_respawn_delay_large 0 + set g_inv_respawn_delay_large_count 0 + set g_inv_respawn_delay_max 0 + set g_inv_respawn_waves 0 + set g_inv_weapon_stay 0 + + + // ========= + // assault + // ========= + set g_assault 0 "Assault: attack the enemy base as fast as you can, then defend the base against the enemy for that time to win" + + + // ============ + // clan arena + // ============ + set g_ca 0 "Clan Arena: Played in rounds, once you're dead you're out! The team with survivors wins the round" + seta g_ca_point_limit -1 "Clan Arena point limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)" + seta g_ca_point_leadlimit -1 "Clan Arena point lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)" + set g_ca_spectate_enemies 0 "Allow spectating enemy player by dead player during clan arena games" + set g_ca_warmup 10 "how long the players will have time to run around the map before the round starts" + set g_ca_damage2score_multiplier 0.01 + set g_ca_round_timelimit 180 "round time limit in seconds" + seta g_ca_teams_override 0 + set g_ca_team_spawns 0 "when 1, players spawn from the team spawnpoints of the map, if any" + set g_ca_teams 0 + + + // ================== + // capture the flag + // ================== + set g_ctf 0 "Capture The Flag: take the enemy flag and bring it to yours at your base to score" + 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" + set g_ctf_flag_return_carrying 0 "(manual return mode) auto return the flag to base if touched by a flag carrier" + set g_ctf_flag_return_carried_radius 100 "allow flags to be returned by carrier if base is within this radius" + set g_ctf_flag_return_time 15 "automatically return the flag to base after this amount of time" + set g_ctf_flag_return_dropped 100 "automatically return the flag to base if dropped within this distance from base (in qu)" + set g_ctf_flag_return_damage 0 "allow the flag to be damaged, reducing time needed to automatically return to base" + 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_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 + 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_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 "dropped capture delay" + set g_ctf_dropped_capture_radius 100 "allow dropped flags to be automatically captured by base flags if the dropped flag is within this radius of it" + set g_ctf_flag_damageforcescale 2 + set g_ctf_portalteleport 0 "allow flag carriers to go through portals made in portal gun without dropping the flag" + set g_ctf_reverse 0 "if enabled, you score by bringing your own flag to an enemy's flag in their base" + set g_ctf_flag_collect_delay 1 + set g_ctf_flag_health 0 + 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 "throwing allows circumventing carrierkill score, so enable this with care!" + set g_ctf_throw_angle_max 90 "maximum upwards angle you can throw the flag" + set g_ctf_throw_angle_min -90 "minimum downwards angle you can throw the flag" + set g_ctf_throw_punish_count 3 + set g_ctf_throw_punish_delay 30 + set g_ctf_throw_punish_time 10 + set g_ctf_throw_strengthmultiplier 2 "multiplier for velocity when you have the strength... essentially, throw the flag REALLY hard when you have the strength :D" + set g_ctf_throw_velocity_forward 500 "how fast or far a player can throw the flag" + set g_ctf_throw_velocity_up 200 "upwards velocity added upon initial throw" + set g_ctf_drop_velocity_up 200 "upwards velocity when a flag is dropped (i.e. when a flag carrier dies)" + set g_ctf_drop_velocity_side 100 "randomized sideways velocity when a flag is dropped" + set g_ctf_pass 1 "allow passing of flags to nearby team mates" + set g_ctf_pass_arc 20 "upwards arcing of the flag path to look more like a throw" + set g_ctf_pass_arc_max 200 "maximum height for upwards arcing of the flag path to look more like a throw" + set g_ctf_pass_directional_max 200 "maximum radius from crosshair for line of sight selection when passing" + set g_ctf_pass_directional_min 50 "minimum radius from crosshair for line of sight selection when passing" + set g_ctf_pass_radius 500 "maximum radius that you can pass to a team mate in" + set g_ctf_pass_wait 2 "delay in seconds between how often players can pass the flag (antispam, essentially)" + set g_ctf_pass_request 1 "allow players to request the flag carrier to pass the flag to them" + set g_ctf_pass_turnrate 50 "how well the flag follows the best direction to its target while passing" + set g_ctf_pass_timelimit 2 "how long a flag can stay trying to pass before it gives up and just becomes dropped" + set g_ctf_pass_velocity 750 "how fast or far a player can pass the flag" + set g_ctf_allow_vehicle_touch 0 "allow flags to be picked up/captured/returned without even leaving the vehicle" + 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_min_negscore 20 "shield the player from the flag if he's got this negative amount of points or less" + set g_ctf_shield_force 100 "push force of the shield" + + set g_ctf_flag_red_model "models/ctf/flags.md3" + set g_ctf_flag_red_skin 0 + set g_ctf_flag_blue_model "models/ctf/flags.md3" + set g_ctf_flag_blue_skin 1 + set g_ctf_flag_yellow_model "models/ctf/flags.md3" + set g_ctf_flag_yellow_skin 2 + set g_ctf_flag_pink_model "models/ctf/flags.md3" + set g_ctf_flag_pink_skin 3 + set g_ctf_flag_neutral_model "models/ctf/flags.md3" + set g_ctf_flag_neutral_skin 4 + set g_ctf_flag_glowtrails 1 + set g_ctf_fullbrightflags 0 + set g_ctf_dynamiclights 0 + + seta g_ctf_ignore_frags 0 "1: regular frags give no points" + exec ctfscoring-samual.cfg + + + // ==================== + // complete the stage + // ==================== + set g_cts 0 "CTS: complete the stage" + set g_cts_selfdamage 1 "0 = disable all selfdamage and falldamage in cts" + set g_cts_finish_kill_delay 10 "prevent cheating by running back to the start line, and starting out with more speed than otherwise possible" + + + // ========================== + // deathmatch (ffa or team) + // ========================== + set g_dm 1 "Deathmatch: killing any other player is one frag, player with most frags wins" + set g_tdm_teams 2 "how many teams are in team deathmatch (set by mapinfo)" + set g_tdm_team_spawns 0 "when 1, players spawn from the team spawnpoints of the map, if any" + seta g_tdm_teams_override 0 "how many teams are in team deathmatch" + set g_tdm_point_limit -1 "TDM point limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)" + set g_tdm_point_leadlimit -1 "TDM point lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)" + + + // ============ + // domination + // ============ + set g_domination 0 "Domination: capture and hold control points to gain points" + set g_domination_default_teams 2 "default number of teams for maps that aren't domination-specific" + seta g_domination_teams_override 0 "use a specific number of teams in domination games (minimum 2), disables dom_team entities" + set g_domination_disable_frags 0 "players can't get frags normally, only get points from kills" + set g_domination_point_amt 0 "override: how many points to get per ping" + set g_domination_point_fullbright 0 "domination point fullbright" + set g_domination_point_rate 0 "override: how often to give those points" + //set g_domination_point_capturetime 0.1 "how long it takes to capture a point (given no interference)" + set g_domination_point_glow 0 "domination point glow (warning, slow)" + set g_domination_roundbased 0 "enable round-based domination (capture all control points to win the round)" + set g_domination_roundbased_point_limit 5 "capture limit in round-based domination mode" + set g_domination_round_timelimit 120 + set g_domination_warmup 5 + //set g_domination_balance_team_points 1 "# of points received is based on team sizes" + + + // =========== + // freezetag + // =========== + set g_freezetag 0 "Freeze Tag: Freeze the opposing team(s) to win, unfreeze teammates by standing next to them" + set g_freezetag_warmup 5 "Time players get to run around before the round starts" + seta g_freezetag_point_limit -1 "Freeze Tag point limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)" + seta g_freezetag_point_leadlimit -1 "Freeze Tag point lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)" + set g_freezetag_revive_speed 0.4 "Speed for reviving a frozen teammate" + set g_freezetag_revive_clearspeed 1.6 "Speed at which reviving progress gets lost when out of range" + set g_freezetag_revive_extra_size 100 "Distance in qu that you can stand from a frozen teammate to keep reviving him" + 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_round_timelimit 180 "round time limit in seconds" + set g_freezetag_frozen_maxtime 60 "frozen players will be automatically unfrozen after this time in seconds" + seta g_freezetag_teams_override 0 + set g_freezetag_team_spawns 0 "when 1, players spawn from the team spawnpoints of the map, if any" + set g_freezetag_teams 0 + + + // ========== + // keepaway + // ========== + set g_keepaway 0 "game mode which focuses around a ball" + set g_keepaway_score_bckill 1 "enable scoring points (y/n) for ball carrier kills (value is how many points to award)" + set g_keepaway_score_killac 1 "amount of points to give when you kill someone while you have the ball" + 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 for 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_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" + set g_keepaway_ballcarrier_selfdamage 1 "self damage multiplier while holding the ball" + set g_keepaway_ballcarrier_selfforce 1 "self force multiplier while holding the ball" + set g_keepaway_noncarrier_warn 1 "warn players when they kill without holding the ball" + set g_keepaway_noncarrier_damage 1 "damage done to other players if both you and they don't have the ball" + 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 0 "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 3 "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" + + + // ========== + // key hunt + // ========== + set g_keyhunt 0 "Key Hunt: collect all keys from the enemies and bring them together to score" + set g_balance_keyhunt_return_when_unreachable 1 "automatically destroy a key if it falls into lava/slime/trigger hurt" + set g_balance_keyhunt_delay_damage_return 5 "time a key takes to automatically destroy itself if it falls into lava/slime/trigger hurt" + set g_balance_keyhunt_delay_return 60 "time a key takes to destroy itself if dropped" + set g_balance_keyhunt_delay_round 5 + set g_balance_keyhunt_delay_tracking 10 + set g_balance_keyhunt_delay_fadeout 2 + set g_balance_keyhunt_delay_collect 1.5 + set g_balance_keyhunt_maxdist 150 + set g_balance_keyhunt_score_collect 3 + set g_balance_keyhunt_score_carrierfrag 2 + set g_balance_keyhunt_score_capture 100 + set g_balance_keyhunt_score_push 60 + set g_balance_keyhunt_score_destroyed 50 + set g_balance_keyhunt_score_destroyed_ownfactor 1 + set g_balance_keyhunt_dropvelocity 300 + set g_balance_keyhunt_throwvelocity 400 + set g_balance_keyhunt_protecttime 0.8 + set g_balance_keyhunt_damageforcescale 1 + seta g_keyhunt_teams_override 0 + set g_keyhunt_teams 0 + set g_keyhunt_team_spawns 0 "when 1, players spawn from the team spawnpoints of the map, if any" + + + // =================== + // last man standing + // =================== + set g_lms 0 "Last Man Standing: everyone starts with a certain amount of lives, and the survivor wins" + set g_lms_lives_override -1 + set g_lms_extra_lives 0 + set g_lms_regenerate 0 + set g_lms_last_join 3 "if g_lms_join_anytime is false, new players can only join if the worst active player has more than (fraglimit - g_lms_last_join) lives" + set g_lms_join_anytime 1 "if true, new players can join, but get same amount of lives as the worst player" + + + // ========= + // nexball + // ========= + set g_nexball 0 "Nexball: Basketball and Soccer go Xonotic" + set g_nexball_basketball_effects_default 8 "default: 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" + set g_balance_nexball_secondary_animtime 0.3 "launching animtime" + set g_balance_nexball_secondary_speed 3000 "stealing projectile speed" + set g_balance_nexball_secondary_lifetime 0.15 "stealing projectile lifetime" + set g_balance_nexball_secondary_force 500 "stealing projectile force" + set g_balance_nexball_secondary_refire 0.6 "stealing projectile refire" + set g_balance_nexball_secondary_animtime 0.3 "stealing projectile animtime" + set g_nexball_football_physics 2 "0: Revenant's original movement, 1: 0 but half independant of aiming height, 2: 1 fully independant, -1: first recode try" + set g_nexball_basketball_jumppad 1 "whether basketballs should be pushable by jumppads" + set g_nexball_basketball_bouncefactor 0.6 "velocity loss when the ball bounces" + set g_nexball_basketball_bouncestop 0.075 "speed at which the ball stops when it hits the ground (multiplied by sv_gravity)" + set g_nexball_football_jumppad 1 "whether footballs should be pushable by jumppads" + set g_nexball_football_bouncefactor 0.6 "velocity loss when the ball bounces" + set g_nexball_football_bouncestop 0.075 "speed at which the ball stops when it hits the ground (multiplied by sv_gravity)" + set g_nexball_football_boost_forward 100 "forward velocity boost when the ball is touched" + set g_nexball_football_boost_up 200 "vertical velocity boost when the ball is touched" + set g_nexball_basketball_delay_hold 20 "time before a player who caught the ball loses it (anti-ballcamp)" + set g_nexball_basketball_delay_hold_forteam 60 "time before a ball reset when a team holds the ball for too long" + set g_nexball_basketball_teamsteal 1 "1 to allow players to steal from teammates, 0 to disallow" + set g_nexball_basketball_carrier_highspeed 0.8 "speed multiplier for the ballcarrier" + set g_nexball_meter_period 1 "time to make a full cycle on the power meter" + set g_nexball_basketball_meter 1 "use the power meter for basketball" + set g_nexball_basketball_meter_minpower 0.5 "minimal multiplier to the launching speed when using the power meter" + set g_nexball_basketball_meter_maxpower 1.2 "maximal multiplier to the launching speed when using the power meter" + set g_nexball_delay_goal 3 "delay between a goal and a ball reset" + set g_nexball_delay_idle 10 "maximal idle time before a reset" + set g_nexball_delay_start 3 "time the ball stands on its spawn before being released" + set g_nexball_delay_collect 0.5 "time before the same player can catch the ball he launched" + set g_nexball_sound_bounce 1 "bouncing sound (0: off)" + set g_nexball_basketball_trail 1 "1 to leave a trail" + 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" + seta g_nexball_safepass_maxdist 5000 "Max distance to allow save fassping (0 to turn off safe passing)" + seta g_nexball_safepass_turnrate 0.1 "How fast the safe-pass ball can habge direction" + seta g_nexball_safepass_holdtime 0.75 "How long to remeber last teammate you pointed at" + seta g_nexball_viewmodel_scale 0.25 "How large the ball for the carrier" + seta g_nexball_viewmodel_offset "8 8 0" "Where the ball is located on carrier forward right up" + seta g_nexball_tackling 1 "Allow ball theft?" + + + // =========== + // onslaught + // =========== + set g_onslaught 0 "Onslaught: take control points towards the enemy generator and then destroy it" + set g_onslaught_point_limit 1 "Onslaught point limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)" + set g_onslaught_warmup 5 + set g_onslaught_round_timelimit 280 + set g_onslaught_teleport_radius 200 "Allows teleporting from a control point to another" + 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 + set g_onslaught_cp_health 1000 + set g_onslaught_cp_buildhealth 100 + set g_onslaught_cp_buildtime 5 + set g_onslaught_cp_regen 20 + set g_onslaught_cp_proxydecap 0 "de-capture controlpoints by standing close to them" + set g_onslaught_cp_proxydecap_distance 512 + set g_onslaught_cp_proxydecap_dps 100 + set g_onslaught_shield_force 100 + set g_onslaught_spawn_at_controlpoints 0 + set g_onslaught_spawn_at_controlpoints_chance 0.5 + set g_onslaught_spawn_at_controlpoints_random 0 + set g_onslaught_spawn_at_generator 0 + set g_onslaught_spawn_at_generator_chance 0 + set g_onslaught_spawn_at_generator_random 0 + + + // ====== + // race + // ====== + set g_race 0 "Race: be faster than your opponents" + set g_race_qualifying_timelimit 0 + set g_race_qualifying_timelimit_override -1 "qualifying session time limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)" + set g_race_teams 0 "when 2, 3, or 4, the race is played as a team game (the team members can add up their laps)" + + // ========== + // invasion + // ========== + set g_invasion 0 "Invasion: survive against waves of monsters" + set g_invasion_round_timelimit 120 "maximum time to kill all monsters" + set g_invasion_warmup 10 "time between waves to prepare for battle" + 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_teams 0 "number of teams in invasion (note: use mapinfo to set this)" + set g_invasion_team_spawns 1 "use team spawns in teamplay invasion mode" ++set g_invasion_type 0 "type of invasion mode - 0: round-based, 1: hunting, 2: complete the stage (note: use mapinfo to set this)" diff --cc qcsrc/server/mutators/mutator/gamemode_invasion.qc index 51e8459d8,fabcc26f6..b7aa99498 --- a/qcsrc/server/mutators/mutator/gamemode_invasion.qc +++ b/qcsrc/server/mutators/mutator/gamemode_invasion.qc @@@ -21,44 -18,10 +21,46 @@@ int autocvar_g_invasion_monster_count bool autocvar_g_invasion_zombies_only; float autocvar_g_invasion_spawn_delay; +bool victent_present; +.bool inv_endreached; + + bool inv_warning_shown; // spammy + .string spawnmob; +void target_invasion_roundend_use(entity this, entity actor, entity trigger) +{ + if(!IS_PLAYER(actor)) { return; } + + actor.inv_endreached = true; + + int plnum = 0; + int realplnum = 0; + // let's not count bots + FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), { + ++realplnum; + if(it.inv_endreached) + ++plnum; + }); + if(plnum < ceil(realplnum * min(1, this.count))) // 70% of players + return; + + this.winning = true; +} + +spawnfunc(target_invasion_roundend) +{ + if(!g_invasion) { delete(this); return; } + + victent_present = true; // a victory entity is present, we don't need to rely on monster count TODO: merge this with the intrusive list (can check empty) + + if(!this.count) { this.count = 0.7; } // require at least 70% of the players to reach the end before triggering victory + + this.use = target_invasion_roundend_use; + + IL_PUSH(g_invasion_roundends, this); +} + spawnfunc(invasion_wave) { if(!g_invasion) { delete(this); return; }