/* Excessive Dawn 1.5.1 default ruleset Syntax: Section1 { Parameter2 : value2; // '=' can be also used as an assignment operator: Parameter3 = value3; } Or in another form: Section1.Parameter2 : value2; Section1.Parameter3 = value3; Some parameters (like SwichTime or Overtime) may have multiple values: SwitchTime: -200, -200; If you want to set only second value then specify its index right after parameter name: SwitchTime[2] = -100; If you want to set all indexes to the same value then use '*' as an index specifier: SwitchTime[*] = 0; which will be equal to SwitchTime = 0, 0; Most of ruleset parameters is not a cvars - it is internal variables that just filled at each ruleset/map load/restart, however you can operate with any custom cvar in the same way by adding '$' before its name, for example: $my_cvar = "hi"; but for known cvars there is no need in '$' prefix so you can simply write g_speed = 320; here is the list of known cvars with their default values [and short description]: g_unlagged: 1; g_solids: 0; g_speed: 320; g_gravity: 800; g_matchMode: 0; g_suddenDeath: 1; g_inactivitySpectator: 180; g_chatProtection: 0; g_muteSpectators: 0; g_chatDelay: 1; g_teamBalance: 0; g_forceRespawn: 20.0; */ Config { Name: "default ruleset" Date: "04 Jan 2017" Author: "Edawn Team" } Physics: 0; // Air physisc, bit values: // 1 - direction control in air // 2 - strafe control in air // 4 - air stop control // CPM physics = 1+2+4 Accelerate: 10.0, 4.0, 8.0, 1.0, 2.5, 70.0; // [1] - ground acceleration // [2] - water acceleration // [3] - flight acceleration // [4] - air acceleration // [5] - airstop acceleration // [6] - strafe acceleration // set ground acceleration ([1]) to 15.0 for CPM physics Friction: 6.0, 1.0, 3.0, 5.0, 9.0; // [1] - ground friction // [2] - water friction // [3] - flight friction // [4] - spectator friction // [5] - extra friction // set ground friction ([1]) to 8.0 for CPM physics Z Knockback: 24; // Extra knockback added to direction vector in case of radius(splash) damage // CPM physics = 40 Z Self Knockback: 24; PM Flags: overbounce; // Misc. physics flags: // overbounce - 1 // double jump - 2 // slope jumps - 4 // sharp slide - 8 // default value for xp and old ed versions was: doublejump + slopejumps Jump Velocity: 270, 100; // 1st parameter - normal jump velocity // 2nd parameter - addition for cpm doublejump Multi Jumps: 0; // slope jumps should be set for higher jumps Swim Scale: 0.5; // Swimming speed, relative to g_speed Player Sounds: all; // Bitmask, disables players sounds in game // Walking sounds - 1 // Jumping sounds - 2 // lg humming - 4 // rail humming - 8 // bfg humming - 16 // weapon switch - 32 // all - 63 // local player sounds can still be heard if set in cg_playerSounds Disable Jump Pads: 0; Damage Effect: all; // Forces damage effects on client side: // blood blob - 1 // kick - 2 // all - 3 // client can enable effects in cg_damageEffect cvar (bits are the same) // but can't disable if effect is forced by server // Overtime : 120; // specifies overtime (in seconds), up to 10 overtimes can be set in form: // OverTime : Time1, Time2, Time3, ... ; Weapons: all - grapple; // allowed set of weapons // 0 - no weapons // 1 - gauntlet // 2 - machinegun | mg // 4 - shotgun | sg // 8 - grenade launcher | gl // 16 - rocket launcher | rl // 32 - lightning | lg // 64 - railgun | rg // 128 - plasmagun | pg // 256 - bfg // 512 - grapple hook | hook | grapple // 1023- all Start Weapons: gauntlet + mg; // weapons you spawned with Warmup Weapons: no; // weapons available during warmup // "no" means use Start Weapons Warmup Flags: 7; // 1 - respawn after warmup // 2 - infinite ammo // 4 - deny firing for last 10 seconds Default Weapon: machinegun; // default weapon select at spawn // "no" means use last selected weapon Powerups: all; // allowed set of powerups // 0 - no powerups // 1 - quad | quad damage // 2 - enviro // 4 - haste // 8 - invis | invisibility // 16 - regen | regeneration // 32 - flight // 63 - all Start Powerups: no; Warmup Weapons: 0; // 0 - use start weapons // 1 - gauntlet // 2 - machinegun | mg // 4 - shotgun | sg // 8 - grenade launcher | gl // 16 - rocket launcher | rl // 32 - lightning | lg // 64 - railgun | rg // 128 - plasmagun | pg // 256 - bfg // 512 - grapple hook | hook | grapple // 1023- all Items: all; // Allowed set of items // 0 - no items // 1 - armor shard // 2 - armor jacket // 4 - armor combat // 8 - armor body // 16 - health small // 32 - health // 64 - health large // 128 - health mega // 256 - teleporter // 512 - medkit // 1023 - all Ammos: all; // Allowed set of ammos // bullets - 1 // shells - 2 // grenades - 4 // rockets - 8 // lightning - 16 // slugs - 32 // cells - 64 // bfg - 128 // all - 255 MapEntitySet: "*"; MapEntityAdd: "*"; // see docs/maps.txt for description Drop Enable: all; // drops initiated by player: // no - 0 // flags - 1 // weapons - 2 // ammos - 4 // powerups - 8 // holdables - 16 // armor - 32 // health - 64 // all - 127 Drop On Death: weapons + powerups; // no - 0 // weapons - 1 // holdables - 2 // powerups - 4 // all - 7 Spawn Protection: 0; // > 0 - will add ballesuit for specified time (in seconds) // < 0 - will set (dual) spawnkill protection Spawn System: 0; // 0 - vq3 - select random furthest spot // 1 - new - random furthest + avoid unsafe spots Game Flags: 0; // replaces DM Flags, available bit values: // no self damage - 1 // no fall damage - 2 // no suicide - 4 // infinite health - 8 // infinite armor - 16 // infinite ammo - 32 // quad knockback - 64 Bounding Box: 1.0; // at the moment - values less than 0.95 causes bugs with movers Ammo Behavior: 0, 0, 0; // First value is ammo from weapons on map // 0 - VQ3 behavior // 1 - QL behavior // 2 - CPM behavior // 3 - ED behavior // Second value is ammo dropped by dead // 0 - same as weapon pickup VQ3/QL // 1 - same as ammo pickup // 2 - remaining ammo in weapon (max is weapon pickup) // 3 - remaining ammo in weapon (max is ammo pickup) / CPM // 4 - remaining ammo (no max) // Third value is override for ammo given when first time picking up a weapon // 0 - no override // 1 - same as weapon pickup // 2 - same as ammo pickup Gib: 0; Corpse Time: 5000; Respawn Time: 2000; // amount of time player should wait before he can respawn // forced respawn can be set via g_forceRespawn cvar Health: 125; Health Soft Limit: 100; Health Hard Limit: 200; Health Regen: 0; Health Regen Amount: 0; Health RotRate: 1000; Armor: 0; Armor Soft Limit: 100; Armor Hard Limit: 200; Armor Regen: 0; Armor Regen Amount: 0; Armor RotRate: 1000; Haste Factor: 1.3; Regen Factor: 15; Battlesuit Factor: 0.25; Water Damage: 15; // when completely underwater, applyable to slime and lava too // will sequentially grow +2 to specified value Slime Damage: 10; Lava Damage: 30; Destroyable Missiles: 0; Teleport Speed: 400; // > 0 - force specified velocity // -1 - keep incoming XY-velocity // -2 - keep incoming XYZ-velocity Teleport Missiles: 0; Teleport Hold Time: 160; Armor System { System: 1; Quality: "Yellow"; // Values (only first letter really matters): // R | Red // Y | Yellow // G | Green Green Limit: 100; Yellow Limit: 200; Red Limit: 200; Green Quality: 0.66; Yellow Quality: 0.66; Red Quality: 0.66; } Anti Camp { Time: 0; // amount of time allowed to camp // negative values means disable camp timer when console is open Radius: 0; // distance player should move to reset camp timer Damage: 0; // damage applied each camp second over Time Warning: 0; // camp time left to display warning (once) // can be useful if you have Damage that instantly kills player // and want to warn player before that } Team Red { Default Weapon: 0; Start Weapons: 0; Start Powerups: 0; } Team Blue { Default Weapon: 0; Start Weapons: 0; Start Powerups: 0; } Protect The Leader { Default Weapon: gauntlet; Start Weapons: gauntlet; Start Powerups: regeneration; } Items { Shootable: 0; Spawn { item_quad: 30; item_enviro: 30; item_haste: 30; item_invis: 30; item_regen: 30; item_flight: 30; } // Spawn Respawn { item_armor_shard: 25; item_armor_combat: 25; item_armor_body: 25; item_health_small: 35; item_health: 35; item_health_large: 35; item_health_mega: 35; item_quad: 120; item_enviro: 120; item_haste: 120; item_invis: 120; item_regen: 120; item_flight: 120; weapon_gauntlet: 5; weapon_machinegun: 5; weapon_shotgun: 5; weapon_grenadelauncher: 5; weapon_rocketlauncher: 5; weapon_lightning: 5; weapon_railgun: 5; weapon_plasmagun: 5; weapon_bfg: 5; ammo_bullets: 40; ammo_shells: 40; ammo_grenades: 40; ammo_rockets: 40; ammo_lightning: 40; ammo_slugs: 40; ammo_cells: 40; ammo_bfg: 40; holdable_teleporter: 60; holdable_medkit: 60; // special case, this is the return time when dropped // unfair? no, we use max(redflag, blueflag) team_CTF_redflag: 30; team_CTF_blueflag: 30; team_CTF_neutralflag: 30; } // Respawn Amount { item_armor_shard: 5; item_armor_jacket: 25; item_armor_combat: 50; item_armor_body: 100; item_health_small: 5; item_health: 25; item_health_large: 50; item_health_mega: 100; item_quad: 30; item_enviro: 30; item_haste: 30; item_invis: 30; item_regen: 30; item_flight: 60; weapon_machinegun: 40; weapon_shotgun: 10; weapon_grenadelauncher: 10; weapon_rocketlauncher: 10; weapon_lightning: 100; weapon_railgun: 10; weapon_plasmagun: 50; weapon_bfg: 20; ammo_bullets: 50; ammo_shells: 10; ammo_grenades: 5; ammo_rockets: 5; ammo_lightning: 60; ammo_slugs: 10; ammo_cells: 30; ammo_bfg: 15; } // Amount } // Items // Replacement system Replace { // Just type new classname for item that you want to replace item_armor_shard: ""; item_armor_jacket: ""; item_armor_combat: ""; item_armor_body: ""; item_health_small: ""; item_health: ""; item_health_large: ""; item_health_mega: ""; weapon_gauntlet: ""; weapon_machinegun: ""; weapon_shotgun: ""; weapon_grenadelauncher: ""; weapon_rocketlauncher: ""; weapon_lightning: ""; weapon_railgun: ""; weapon_plasmagun: ""; weapon_bfg: ""; weapon_grapplinghook: ""; ammo_bullets: ""; ammo_shells: ""; ammo_grenades: ""; ammo_rockets: ""; ammo_lightning: ""; ammo_slugs: ""; ammo_cells: ""; ammo_bfg: ""; holdable_teleporter: ""; holdable_medkit: ""; item_quad: ""; item_enviro: ""; item_haste: ""; item_invis: ""; item_regen: ""; item_flight: ""; } // global weapon switch time Switch Time[*]: -200; // first parameter - weapon raise time // second parameter - weapon drop time // Weapon knockback rules Team Knockback: alive + frozen; Enemy Knockback: alive + frozen; // no - 0 - do not apply knockback from weapons // alive - 1 - apply knockback to alive players // frozen - 2 - apply knockback to bodies (in ftag) Weapons { Suicide { Damage: 100; Radius: 50; Style: 0; } Offhand Grapple: 0; Grapple { Cycle: 400; Damage: 300; Speed: 2000; Time: 10; Pull Speed: 800; Style: 0; Gravity: 0; Sky: 0; Time to Live: 10000; Weight: 1.0; Switch Time[*]: 0; } Gauntlet { Cycle: 400; Damage: 50; Weight: 1.0; Switch Time[*]: 0; Knockback[*]: 50; // first parameter - self, second - teammates/enemies KnockbackStyle[*]: normal; // first parameter - self, second - teammates/enemies // bit values: // normal - 0 // damage - 1 - use recieved damage instead of specified Knockback[*] value for knockback, Knockback[*] parameters will work as limit in this mode // fixed - 2 - knockback is not depending from radius // scale - 4 - multiply recieved damage by Knockback value (as factor) to get resulting knockback, "damage" bit is ignored in this case, "fixed" bit is working as usual /// *** !!! *** // NOTE: its beter to use text aliases ("fixed","normal" etc.) instead of numeric values // because numeric values may be changed in future Firing Weight: 1.0; Firing Knockback: 0.0; } Machinegun { Ammo: 200; Respawn Ammo: 100; Cycle: 100; Damage: 7; Splash Damage: 0; Regen: 0; Radius: 0; Knockback[*]: 7; KnockbackStyle[*]: normal; Spread: 200; Radial: 1; Bounce: 0; Sky: 0; Weight: 1.0; Self Damage: 0.5; Switch Time[*]: 0; Firing Weight: 1.0; Firing Knockback: 0.0; Hitscan: default; // bbox, capsule } Shotgun { Ammo: 0; Respawn Ammo: 0; Cycle: 1000; Damage: 10; Splash Damage: 0; Regen: 0; Radius: 0; Knockback[*]: 10; KnockbackStyle[*]: normal; Spread: 700; Radial: 0; // 0 - quadratic, 1 - radial, 2 - fixed pattern Style: 0; // 1 - add railtrail for each pellet Pellets: 11; Bounce: 0; Sky: 0; Weight: 1.0; Self Damage: 0.5; Switch Time[*]: 0; Firing Weight: 1.0; Firing Knockback: 0.0; Hitscan: default; } Grenade Launcher { Ammo: 0; Respawn Ammo: 0; Cycle: 800; Damage: 100; Splash Damage: 100; Speed: 700; Regen: 0; Radius: 150; Knockback[*]: 100; KnockbackStyle[*]: normal; Style: 0; // 1 - sticky Bounce: -1; Gravity: 1; Time to Live: 2500; Sky: 0; Weight: 1.0; Self Damage: 0.5; Switch Time[*]: 0; Firing Weight: 1.0; Firing Knockback: 0.0; } Rocket Launcher { Ammo: 0; Respawn Ammo: 0; Cycle: 800; Damage: 100; Splash Damage: 100; Speed: 900; Regen: 0; Radius: 120; Knockback[*]: 100; KnockbackStyle[*]: normal; Style: 0; // 1 - guided, 2 - homing Bounce: 0; Gravity: 0; Homing Factor: 0.3; Time to Live: 15000; Sky: 0; Weight: 1.0; Self Damage: 0.5; Switch Time[*]: 0; Firing Weight: 1.0; Firing Knockback: 0.0; } Lightning Gun { Ammo: 0; Respawn Ammo: 0; Cycle: 50; Damage: 8; Splash Damage: 0; Regen: 0; Radius: 0; Knockback[*]: 8; KnockbackStyle[*]: normal; Range: 768; Style: 0; // 1 - grenade explosion on impact Bounce: 0; Sky: 0; Weight: 1.0; Self Damage: 0.5; Switch Time[*]: 0; Firing Weight: 1.0; Firing Knockback: 0.0; Hitscan: default; } Railgun { Ammo: 0; Respawn Ammo: 0; Cycle: 1500; Damage: 100; Splash Damage: 0; Regen: 0; Radius: 0; Knockback[*]: 100; KnockbackStyle[*]: normal; Bounce: 0; Sky: 0; Weight: 1.0; Self Damage: 0.5; Switch Time[*]: 0; Firing Weight: 1.0; Firing Knockback: 0.0; Hitscan: default; } Plasma Gun { Ammo: 0; Respawn Ammo: 0; Cycle: 100; Damage: 20; Splash Damage: 15; Speed: 2000; Regen: 0; Radius: 30; Knockback[*]: 20; KnockbackStyle[*]: 0; Style: 0; // 1 - triple plasma, use Spread parameter to control separation Bounce: 0; Gravity: 0; Time to Live: 10000; Spread: 0; Sky: 0; Weight: 1.0; Self Damage: 0.5; Switch Time[*]: 0; Firing Weight: 1.0; Firing Knockback: 0.0; } BFG { Ammo: 0; Respawn Ammo: 0; Cycle: 200; Damage: 100; Splash Damage: 100; Speed: 2000; Regen: 0; Radius: 120; Knockback[*]: 100; KnockbackStyle[*]: normal; Style: 0; // 1 - emit bfg grenades, 2 - bfg projectiles, 3 - sodmod style Bounce: 0; Gravity: 0; Time to Live: 10000; Sky: 0; Weight: 1.0; Self Damage: 0.5; Switch Time[*]: 0; Firing Weight: 1.0; Firing Knockback: 0.0; } } Freeze Tag { Thaw Distance: 100; // will not work in case of enemy thaw Thaw Score: 2; // instant thaw by teleport Teleport Thaw: 1; // // ********* Lock Time values ************** // // specify how long you will be locked/freezed if getting killed by some weapon/method // times is specified in seconds // first value means freeze time // second value means eliminiation time >>> is lock time after reaching what your body will dissappear and you will be locked until next round // 1st value: -1 means infinite freeze, 0 means no freeze, > 0 means time in seconds to thaw // 2nd value: -1 means instant elimination, 0 means normal freeze/frag, > 0 - lock time elimination limit Lock Time { Gauntlet: 180,0 Machinegun: 120,0 Shotgun: 120,0 Grenade Launcher: 120,0 Rocket Launcher: 120,0 Lightning Gun: 120,0 Railgun: 120,0 Plasma Gun: 120,0 BFG: 120,0 Grapple: 0,0 // just frag, no freeze/lock // splash lock time reduced comparable to direct hit frags Grenade Splash: 90,0 Rocket Splash: 90,0 Plasma Splash: 90,0 BFG Splash: 90,0 // Lava: 60,0 Slime: 60,0 Water: 60,0 Void: 60,0 Suicide: 180,0 Crushed: 180,0 Camper: 180,0 Falling: 120,0 } // // ******* Thaw Factors ********* // // By default locktime decreased by one second each second // i.e. default factor is 1X // You can specify additional factors that may speedup, // slowdown, stop or reverse locktime flow: // // 0 means don't affect locktime flow // > 0 means increase thaw speed // < 0 means slowdown thaw speed // second parameter for Hurt,Lava,Slime,Water mean factor in case // if you get killed by that environment and located in it Thaw Factor { Global: 0; Team : 29; // including default 1x factor this will give us 30x locktime decreasing speed Enemy: 0; Void : 4,0; // if you located in non-drop area Lava : 4,0; Slime: 3,0; Water: 2,0; } Flags { // 1 - disable camp timer for 1st who thawing you (activator) // 2 - disable camp timer for all players that located closer than ThawDistance // 4 - multiply thaw factor by number of players that is closer than ThawDistance // 8 - disable thaw sound Team : 1; Enemy: 0; } }