/* Default Settings * * THESE SETTINGS ARE EXECUTED PRIOR TO CUSTOM CONFIGURATIONS **/ Config { /* Name of the configuration * * Full name of the config. Will be added to the xp_config server cvar and * displayed on the client loading screen and scoreboard **/ Name = "Default Settings"; // Let people know if they are using your latest version Version = 2.3; /* Some info for the config * * Just for documentation purposes since they are not accessible by any server cvar **/ Date = "18 June 2014"; Author = "Excessive Plus"; } Misc { /* Physics * * Bitmask to modify physics behaviour. Available flags are: * * 1 PHYSICS_CONTROL_FORWARD Enables forward physics control * 2 PHYSICS_CONTROL_SIDEWARD Enables sideward physics control * 4 PHYSICS_CONTROL_STOP Enables air stopping control * 16 PHYSICS_RAMP_JUMPS Enables ramp jumps * 32 PHYSICS_DOUBLE_JUMPS Enables double jumps * 64 PHYSICS_QUAKE_LIVE Enables a bunch of QL physics * 128 PHYSICS_AIR_STEPS Enables air stepping * 256 PHYSICS_STEP_JUMPS Fixes step jumps **/ //$xp_physics = PHYSICS_RAMP_JUMPS | PHYSICS_DOUBLE_JUMPS | PHYSICS_STEP_JUMPS; /* Unlagged * * Bitmask to turn on/off unlagged specifically for each weapon. Available * flags include (they are self explanatory): * * 4 WP_MACHINEGUN * 8 WP_SHOTGUN * 16 WP_GRENADE_LAUNCHER * 32 WP_ROCKET_LAUNCHER * 64 WP_LIGHTNING * 128 WP_RAILGUN * 256 WP_PLASMAGUN * 512 WP_BFG * 1024 WP_GRAPPLING_HOOK * * 0 WP_NONE * 2046 WP_ALL * * If you don't want to mess with these values, a value of 1 is the shorthand for WP_ALL, * which delags all weapons, including all projectiles. If you prefer old unlagged for * which only the hitscan weapons are delagged, use instead WP_MACHINEGUN | WP_SHOTGUN | * WP_LIGHTNING | WP_RAILGUN, which is the same as 204 (4+8+64+128). **/ //$xp_unlagged = 1; /* Solids * * Bitmask to control how the player interacts with other solid entities on the world. * Available flags are: * * 1 SOLIDS_PLAYER Removes map clips, so you have access to more places on the map * 2 SOLIDS_BODY Removes collisions with other players and bodies (including * frozen ones), useful for a faster-paced game and to remove * lagged collisions for high pingers * 4 SOLIDS_WEAPON Removes weapon hit tests, so weapons will not hit an enemy, * useful on trick maps **/ //$xp_solids = no; /* Warmup Respawn * * Controls what is respawned at the end of warmup time. Available flags are: * * 1 WARMUPRESPAWN_PLAYERS * 2 WARMUPRESPAWN_ITEMS * * To reproduce 1.03, you would like to disable this option. **/ //$xp_warmupRespawn = WARMUPRESPAWN_PLAYERS | WARMUPRESPAWN_ITEMS; /* You will start with this weapon in your hands * * If the weapon is not in your inventory when you respawn, then the highest available * weapon below your currently selected one will be used instead. * * WP_GAUNTLET * WP_MACHINEGUN * WP_SHOTGUN * WP_GRENADE_LAUNCHER * WP_ROCKET_LAUNCHER * WP_LIGHTNING * WP_RAILGUN * WP_PLASMAGUN * WP_BFG * WP_GRAPPLING_HOOK * * WP_LAST_USED **/ Start Weapon = WP_BFG; /* Weapons in your inventory * * WP_GAUNTLET * WP_MACHINEGUN * WP_SHOTGUN * WP_GRENADE_LAUNCHER * WP_ROCKET_LAUNCHER * WP_LIGHTNING * WP_RAILGUN * WP_PLASMAGUN * WP_BFG * WP_GRAPPLING_HOOK * * WP_NONE * WP_ALL **/ Start Weapons = WP_GAUNTLET | WP_MACHINEGUN; /* Your powerups on every spawn * * PW_QUAD * PW_BATTLESUIT * PW_HASTE * PW_INVIS * PW_REGEN * PW_FLIGHT * * PW_NONE * PW_ALL * * PW_FIRST_SPAWN get powerups only on first spawn **/ Start Powerups = no; // Duration of start powerups Start Powerups Duration = 30; /* Map Weapons * * WP_MACHINEGUN * WP_SHOTGUN * WP_GRENADE_LAUNCHER * WP_ROCKET_LAUNCHER * WP_LIGHTNING * WP_RAILGUN * WP_PLASMAGUN * WP_BFG * * WP_NONE * WP_ALL **/ Weapons = WP_ALL; /* Map Items * * IT_ARMOR_SHARD * IT_ARMOR_JACKET * IT_ARMOR_COMBAT * IT_ARMOR_BODY * IT_HEALTH_SMALL * IT_HEALTH * IT_HEALTH_LARGE * IT_HEALTH_MEGA * IT_TELEPORTER * IT_MEDKIT * * IT_NONE * IT_ALL **/ Items = IT_ALL; /* Map Ammos * * AM_BULLETS * AM_SHELLS * AM_GRENADES * AM_ROCKETS * AM_LIGHTNING * AM_SLUGS * AM_CELLS * AM_BFG * * AM_NONE * AM_ALL **/ Ammos = AM_ALL; /* Map powerups * * PW_QUAD * PW_BATTLESUIT * PW_HASTE * PW_INVIS * PW_REGEN * PW_FLIGHT * * PW_NONE * PW_ALL **/ Powerups = PW_ALL; /* Enables the /drop command * * DR_FLAG Enables /drop flag * DR_WEAPON Enables /drop weapon [] * DR_AMMO Enables /drop ammo [] [] * DR_POWERUP Enables /drop powerup [] * DR_HOLDABLE Enables /drop holdable * DR_ARMOR Enables /drop armor * DR_HEALTH Enables /drop health * * DR_NONE * DR_ALL **/ Drop Enable = DR_NONE; /* Spawn protection in seconds * * 0 - No protection * > 0 - Dual way protection. No points or freezes for spawnkills * < 0 - Shield protection **/ Spawn Protection = no; /* Weapon change time in milliseconds * * Settings for modifying the behavior of weapon switch time * * Converstion from 1.03 * * SwitchTime = 150; Dropping = -150; * Raising = -1 - 100; * Ammo = -150 - 100; * * SwitchTime = -150; Dropping = 150; * Raising = 150; * Ammo = 150 + 100; **/ Weapon Time { /* How long does it take to stow away the current weapon * * > 0 - Adds (value - 1) to the current time * < 0 - Sets (+value - 1) as the current time. This allows switching even just * after firing the weapon * 0 - Same as 201 **/ Dropping = 0; /* How long does it take to pull out the next weapon * * > 0 - Adds (value - 1) to the current time. In combination with negative * dropping weapon times, you can use this when you want to allow * a weapon switch to bypass the weapon reload time * < 0 - Adds the maximum of (+value - 1) and global weapon time to the current * time, so the switch will not bypass the weapon reload time * 0 - Same as 251 **/ Raising = 0; /* Out of Ammo slowdown * * 0 - Same as 501 **/ Ammo = 0; /* How long does it take to start switching right after firing the weapon * * Used only in combination with positive dropping weapon times, ignored otherwise * * 0 - Use weapon cycle time **/ Shooting = 0; } // Multiple Air-Jumps Multi Jumps = no; /* DM Flags * * Miscellaneous flags to modify several aspects of the game. Available flags are: * * DM_NO_SELF_DAMAGE Weapons don't do self damage * DM_NO_FALLING_DAMAGE No falling damage * DM_INFINITE_HEALTH Infinite health (can only be killed by falling or crushed) * DM_INFINITE_ARMOR Infinite armor * DM_INFINITE_AMMO Infinite ammo * DM_DROP_WEAPONS Drop used weapon on death if it was picked up * DM_DROP_START_WEAPONS Drop used weapon on death if it was an starting weapon * DM_DROP_HOLDABLES Drop holdables on death * DM_DROP_POWERUPS Drop powerups on death * DM_TELEPORT_SPEED Keep speed when jumping into a teleport * DM_TELEPORT_DIRECTION Keep the direction when jumping into a teleport * DM_NO_FOOTSTEPS Disable footsteps sounds * DM_NO_FALLING_SOUND Disable falling (land crashing) sounds * DM_NO_QUAD_KNOCKBACK Disable quad factor effect in self knocback * DM_DAMAGE_THRU_FLOOR Damage through floors/walls is possible * DM_VOID_RESPAWN Respawns players if they fall into the void **/ DM Flags = DM_DROP_WEAPONS | DM_DROP_HOLDABLES | DM_DROP_POWERUPS; /* Team self damage factor * * When $g_friendlyFire is on, damage inflicted to teammates will hurt ourselves by the * value of this option **/ Team Self Damage = no; // Respawn in seconds Respawn Time = 1.7; // If specified, replaces Respawn Time after suicide //Respawn Time Suicide = Respawn Time; /* Player hitbox * * 1.0 - default * < 1.0 - smaller box * > 1.0 - larger box **/ Hit Box = 1.0; // Replaces the box with a cylinder Hit Box Cylinder = no; /* Floating Speed is a stepwise (smooth) speed adjustment used when * various speed factors take effect (like weapon weight or haste factor). * Floating Speed Rate is measured in UPS per second and it defines how fast * the speed will go to the final value. Null or negative rates are treated * as infinite (leading to one-step speed changes). **/ Floating Speed Rate = 0; // Damage taken from world World Damage { // Scales the hurt damage (e.g. trigger_hurt) // // a value of "0" will scale relative to the config health, e.g. most // excessive configs use 300 health instead of the default 100, so the // damage will be tripled. // a value of "0.5" will deal half damage etc. Hurt = 0; Fall Medium = 5; Fall Far = 10; Lava = 30; Slime = 10; Water = 15; } /* Speed factor with Haste powerup * * Will be applied to player speed, weapon fire rate and weapon regeneration **/ Haste Factor = 1.3; // Regen powerup amounts every second Regen Factors { // How much to increase health when it is under soft limit value Soft Health = 15; // How much to increase health when it is over soft limit value Hard Health = Soft Health / 3; // How much to increase armor when it is under soft limit value Soft Armor = 0; // How much to increase armor when it is over soft limit value Hard Armor = 0; } // Protection against damage with Battlesuit powerup Suit Factors { // Factor applied to damage inflicted directly Direct = 0.5; // Factor applied to damage provoked by splash hits Splash = 0; } // Speed fly factor with Flight powerup Flight Factor = 1.0; // Speed factor while swimming Swim Factor = 1.0; // Spawn with this amount of health, also medkit will heal the player until this value Health = 125; // Rot rate in milliseconds when health is over soft limit value Health Rot Rate = 1000; // Limit for regeneration/soft pickups Health Soft Limit = 100; // Maximum possible health Health Hard Limit = 200; // Regeneration in milliseconds Health Regen = no; Health Regen Amount = 1; // Spawn with this amount of armor Armor = 0; // Rot rate in milliseconds when armor is over soft limit value Armor Rot Rate = 1000; // Limit for regeneration/soft pickups Armor Soft Limit = 0; // Maximum possible armor Armor Hard Limit = 0; // Regeneration in milliseconds Armor Regen = 0; Armor Regen Amount = 1; Armor System { /* Armor System * * 0 - Regular VQ3 System * 1 - Quake I / CPMA System * 2 - Quake II System **/ System = 0; /* Spawn with this Armor * * IT_ARMOR_JACKET (green) * IT_ARMOR_COMBAT (yellow) * IT_ARMOR_BODY (red) **/ Spawn Quality = IT_ARMOR_JACKET; // Limits for item pickups Jacket Limit = 100; Combat Limit = 150; Body Limit = 200; // Protection against damage Jacket Quality = 0.5; Combat Quality = 0.66; // This applies for all systems, as you always have the combat armor Body Quality = 0.75; } Corpse { // Gib death bodys ($com_blood must be enabled) Gib = no; // Time in seconds until corpse dissapears Time = 5; } Missiles { // Made missiles destroyable by other weapons Destroyable = no; // Teleport missiles through teleporters Teleport = no; } Anti Camp { // Time in seconds, 0 disables camp protection Time = 0; // Apply camp protection to a max of this radius Radius = 500; // Damage to inflict every second after time is run out if the user keeps camping Damage = 65; } // Specific options for team red Team Red { Start Weapon = 0; Start Weapons = 0; Start Powerups = 0; Start Powerups Duration = 0; } // Specific options for team blue Team Blue { Start Weapon = 0; Start Weapons = 0; Start Powerups = 0; Start Powerups Duration = 0; } /* Score by impact damage * * e.g. if set to 100, you will get an extra score/point every 100 damage * inflicted on your opponents. **/ Impact Score = 0; if ( $g_gametype == GT_CA ) { Impact Score = Health Soft Limit; } // Points applied if a team scores Team Score { Team = 1; Members = 0; Other Team = 0; Other Members = 0; } /* Tournament * * The opponent will score if you die, regardless of the way it happens **/ Tournament -> Death Score = no; /* Capture the Flag * * Settings applied for flag gametypes **/ Capture the Flag { // Auto return time in seconds Flag Time = 30; // Return flag on suicide Suicide Return = true; // Scores Kill Carrier = 2; Defend Hurt Carrier = 2; Defend Carrier = 2; Defend Base = 1; Defend Flag = 1; Flag Return = 1; Flag Capture = 5; Flag Assist Return = 1; Flag Assist Frag = 2; if ( $g_gametype == GT_RTF ) { Flag Return *= 2; } } /* Freeze Tag * * Thaw times in seconds. * * 0 - No thawing * > 0 - Continue the thaw * < 0 - Forces a restart **/ Freeze Tag { Thaw Time = -3; Self Thaw Time = Water Thaw Time = 120; Lava Thaw Time = Slime Thaw Time = 5; Void Thaw Time = 10; Crushed Thaw Time = 0.001; /* Teleport to the last known "stable" position. * * If this position is occupied by a player or another frozen * body, the above defined thaw times will be used. * * As soon as the position gets available, the frozen body * will teleport there. **/ Void Teleport = yes; Lava Teleport = Slime Teleport = Water Teleport = no; // Distance needed to defrost your team mate Thaw Distance = 100; // Allow thawing through floor/walls Thaw Walls = no; // Points for defrosting Thaw Score = 2; /* Time factor applied if more than one thawer * * 0 - Only allow one thawer, no helpers * > 0 - Additional helpers will thaw with this factor applied * A value of 0.5 means 1.5 times faster with 2 thawers, * 2 times faster with 3 thawers etc. * < 0 - Penalty for additional helpers, the thaw will take longer * with more thawers or even negate the thaw **/ Helper Factor = 0.5; // Thaw if the frozen body touches a teleport? Teleport Thaw = no; /* Defrost if you reach the damage. * You won't get any points for that. * * 0 - Disabled * > 0 - You can defrost your enemys, be careful were you are shooting at * < 0 - Only own team **/ Damage Thaw = 1000; // Freeze player if teamkilled? If disabled, player will be crushed Teamkill Freeze = no; // Delay the round, by seconds, after the last player of a team has been // frozen, to give team members the chance to thaw out Round Delay = 3; // Frozen team mates of the scoring team will stay frozen Score Penalty = no; // Allow forzen bodies to be moved by weapon damage/knockback // Note: when disabled, frozen bodies can block narrow doorways, which can // get a problem on bad map design Movable = yes; // Makes frozen bodies solid, e.g. rail won't pass thru Solid = no; // Makes frozen bodies slither and behave more like icy blocks Slithery = yes; } /* Protect the Leader * * The current leader will have these settings applied **/ Protect the Leader { Start Health = 125; Start Armor = 100; Start Armor Quality = IT_ARMOR_JACKET; Start Weapon = WP_GAUNTLET; Start Weapons = WP_GAUNTLET; Start Powerups = PW_REGEN; // Scores Kill Leader = 4; Defend Leader = 1; Assist Kill Leader = 1; // Score on leader suicide/teamkill? Leader Suicide Score = yes; /* Control which player stats are cleared when he stops being the leader * * RESET_HEALTH * RESET_ARMOR * * RESET_NONE * RESET_ALL **/ Reset Flags = RESET_HEALTH | RESET_ARMOR; } /* Timeout * * Settings for the /timeout command (requires $xp_matchMode) **/ Timeout { // Amount of timeouts per team/player Amount = 3; // Time in seconds per timeout Time = 120; if ( $g_gametype == GT_DUEL ) { Time = 60; } } /* Round end actions * * Settings apply to all team gametypes except GT_TEAM **/ Round { /* Round mode * * MODE_WARMUP Next round will start with a warmup phase, see Warmup below * MODE_INTERMISSION Shows the intermission scoreboard after each round * * MODE_NONE * MODE_ALL **/ Mode = MODE_NONE; /* Items that are reset * * IT_ARMOR_SHARD * IT_ARMOR_JACKET * IT_ARMOR_COMBAT * IT_ARMOR_BODY * IT_HEALTH_SMALL * IT_HEALTH * IT_HEALTH_LARGE * IT_HEALTH_MEGA * IT_TELEPORTER * IT_MEDKIT * * IT_NONE * IT_ALL **/ Items = IT_NONE; /* Controls which player stats are cleared * * RESET_HEALTH * RESET_ARMOR * RESET_WEAPONS * RESET_POWERUPS * * RESET_NONE * RESET_ALL **/ Reset Flags = RESET_ARMOR | RESET_WEAPONS | RESET_POWERUPS; /* Round warmup time * When used in combination with Warmup Respawn, this warmup will be taken after * warmup respawn * * Only on MODE_WARMUP **/ Warmup = 4; /* If used, players will respawn after this number of seconds * * Only on MODE_WARMUP **/ Warmup Respawn = 0; // Call for draw when all players are dead instead of deciding with the latest frag // Note: When disabled it can still end up draw if frags happend at the same time Draw Enable = no; } Items { // Make items shootable Shootable = no; // Speed at which items will be dropped Drop Speed = 500; // Bounce damping factor [1...0...-1] that is equivalent to // [infinite bouncing...no bounce at all...infinite reflecting] Drop Bouncy = 0.45; // if Drop Gravity = no, then item will initially fly with no gravity // (straight forward) until the first bounce, and fall then Drop Gravity = yes; // These Attackerward drop settings control the flag dropping on death. // When the Attackerward Drop Speed is not null, then on death the flag will // be dropped right to the attacker with these speed, bouncy and gravity. // Certain settings are specified in the same way as for the item dropping Attackerward -> Drop Speed = 0; Attackerward -> Drop Bouncy = 0.45; Attackerward -> Drop Gravity = yes; } } /* Weapon Settings * * Common settings: * * - Cycle Weapon reload time * * - Self Knockback Cycle Special weapon reload time coming along with self knockback * received within one server frame after shot (two frames for bfg * grenades). If not specified, value is taken from Cycle setting * * - Damage Amount of damage inflicted * * - Knockback Damage and Knockback have been separated. You can have high damage * weapons but disable or lower the pushing effect. A negative value * will pull the player instead of pushing him. If not specified, * value is taken from Damage setting * * - Radius Radius to apply to splash damage and for within splash and self * knockback have effect * * - Splash Damage Max amount of splash damage to inflict, real damage will vary * depending on the distance of the enemy to the explosion * * - Splash Knockback Max amount of splash knockback to apply to other players. If not * specified, value is taken from Splash Damage setting * * - Self Knockback Amount of splash knockback to apply only to self. A positive value * means radial knockback, whereas a negative value means a fixed value * regardless of the distance of the explosion. If not specified, * value is taken from Splash Knockback setting * * - Self Knockback HV Horizontal/Vertical asymmetry control for the Self Knockback * It may vary in range [1...0...-1] and that is equivalent to * [just horizontal...symmetric...just vertical] knockback proportion * * - Self Slide Factor Multiplier to the time to slide with no control, no friction * and no gravity after being kicked by self * * - Self Knockback Multi Jumps * Multiple Air-Jumps you are guaranteed to have (at least but not * more than Multi Jumps) being knocked back by self * * - Firing Knockback Amount of knockback to apply to self when firing the gun, wich * produces a kick effect * * - Firing Knockback HV Horizontal/Vertical asymmetry control for the Firing Knockback. * Range and meanings see the Self Knockback HV description. * While standing on ground the vertical portion of firing knockback * will be not greater than (limited to) its horizontal portion * * - Team Knockback Same as Knockback but applied to your teammates when you attack them. * If specified, it will replace the Knockback for the team attack * * - Team Splash Knockback Same as Splash Knockback but applied to your teammates when you * attack them. If specified, it will replace the Splash Knockback * for the team attack * * - Ammo Amount of ammo to spawn for with that weapon * * - Ammo Limit Limit ammo pickups up to this value * * - Regen Number of milliseconds for which to regenerate 1 ammo unit up to * the value of the Ammo. Weapon must not be firing to take effect * * - Sky If enabled, the weapon and missiles will hit the sky/black box * * - Weight Weitgh of the weapon. Player Speed = Player Speed / Weapon Weight * * - Bounce Number of times to bounce the shots/missiles before they explode. * A value of -1 will bounce max times alowed by the mod * * - Speed Only for missiles. Speed at which missiles move * * - Gravity Only for missiles. If enabled, the missile will be affected by * gravity * * - Time To Live Only for missiles. Number of seconds for the missile to run before * it explodes * * - Time -> * Weapon switch time specific settings. A value of 0 for any of these * setting will use global value instead * * - Style Weapon style bitmask. Available flags (some weapons do have addition * styles available, see the specific weapon section): * WPS_RAILTRAIL Produce a rail trail (available only for * machinegun, shotgun and railgun) * WPS_IMPACT_MACHINEGUN Produce a machinegun bullet impact * WPS_IMPACT_SHOTGUN Produce a shotgun bullet impact * WPS_IMPACT_GRENADE Produce a grenade explosion * WPS_IMPACT_ROCKET Produce a rocket explosion * WPS_IMPACT_PLASMA Produce a plasma explosion * WPS_IMPACT_RAIL Produce a rail impact * WPS_IMPACT_BFG Produce a bfg explosion **/ // Explosion produced when a player is killed, regardless of the way he dies Suicide { Damage = no; //Knockback = Damage; Radius = no; Style = no; //Team Knockback = Knockback; } Grapple { Offhand = no; Cycle = 400; //Self Knockback Cycle = Cycle; Damage = 300; //Knockback = Damage; Splash Damage = 0; //Splash Knockback = Splash Damage; Radius = no; Self Damage = 0.5; //Self Knockback = Splash Knockback; Self Knockback HV = 0.0; Self Slide Factor = 1.0; Self Knockback Multi Jumps = 0; Firing Knockback = 0; Firing Knockback HV = 0.8; //Team Knockback = Knockback; //Team Splash Knockback = Splash Knockback; Speed = 2000; // Release the hook in seconds Time = 10; Pull Speed = 800; /* Grapple Style * * WPS_GRAPPLE_ROPE You will swing around like hanging on a rope **/ Style = 0; // The hook is auto-released if you receive at least this amount of knockback // (negative==infinite). However the hook is always released with any self knockback Breaking Knockback = 0; Gravity = no; Sky = no; Time to Live = 10; Weight = 1.0; Firing Weight = 1.0; Time -> Dropping = 0; Time -> Raising = 0; Time -> Shooting = 0; } Gauntlet { Cycle = 400; Damage = 50; //Knockback = Damage; //Team Knockback = Knockback; Weight = 1.0; // How long-range is the gauntlet attack (in game units, while a player is normally 30x30x56) Range = 32; /* Gauntlet Style * * WPS_GAUNTLET_DYNAMIC_WEIGHT Gauntlet Firing Weight will be applied only while * you are contacting with ground or swimming **/ Style = 0; Firing Weight = 1.0; Time -> Dropping = 0; Time -> Raising = 0; Time -> Shooting = 0; } Machinegun { Cycle = 100; //Self Knockback Cycle = Cycle; Damage = ( $g_gametype != GT_TEAM ? 7 : 5 ); //Knockback = Damage; Splash Damage = 0; //Splash Knockback = Splash Damage; Radius = no; Self Damage = 0.5; //Self Knockback = Splash Knockback; Self Knockback HV = 0.0; Self Slide Factor = 1.0; Self Knockback Multi Jumps = 0; Firing Knockback = 0; Firing Knockback HV = 0.8; //Team Knockback = Knockback; //Team Splash Knockback = Splash Knockback; Regen = no; Ammo = 100; Ammo Limit = 200; Style = WPS_IMPACT_MACHINEGUN; Bounce = no; // Machinegun spread factor Spread = 200; // Use radial spread? If disabled, it will use quadratic spread (old mods before 1.29) Radial = yes; // Maxium range the weapon will deal damage on Range = 8192 * 16; // Fall off damage, knockback etc. on specific range by the defined factor // Negative range will invert the effect (e.g. half damage on short range and // full damage on long range) // Factor 0 = no damage, 0.5 = half damage Falloff Range = 0; Falloff Factor = 0; Sky = no; Weight = 1.0; Firing Weight = 1.0; Time -> Dropping = 0; Time -> Raising = 0; Time -> Ammo = 0; Time -> Shooting = 0; } Shotgun { Cycle = 1000; //Self Knockback Cycle = Cycle; Damage = 10; //Knockback = Damage; Splash Damage = 0; //Splash Knockback = Splash Damage; Radius = no; Self Damage = 0.5; //Self Knockback = Splash Knockback; Self Knockback HV = 0.0; Self Slide Factor = 1.0; Self Knockback Multi Jumps = 0; Firing Knockback = 0; Firing Knockback HV = 0.8; //Team Knockback = Knockback; //Team Splash Knockback = Splash Knockback; // Number of pellets that come out from a single shot Pellet Count = 11; /* Fixed shotgun pattern * * If enabled, shotgun pellets will follow a fixed pattern, instead of the random * default. This setting, combined with Pellet Count, Radial and Spread, will * be used to define the pattern. * * Fixed Pattern defines how many circles or squares the pattern will consist of * (if it's higher than Pellet Count the remainder will be used). * * Further you can combine it with PATTERN_CENTER and PATTERN_TIGHT to define * how pellets are distributed around the center. * * QL: Radial = yes; PelletCount = 20; FixedPattern = 3; Spread = 1000; * CPMA: Radial = yes; PelletCount = 16; FixedPattern = 2 | PATTERN_TIGHT; **/ Fixed Pattern = 0; // Shotgun spread factor Spread = 700; // Use radial spread? If disabled, it will use quadratic spread (default) Radial = no; // Maxium range the weapon will deal damage on Range = 8192 * 16; // Fall off damage, knockback etc. on specific range by the defined factor // Negative range will invert the effect (e.g. half damage on short range and // full damage on long range) // Factor 0 = no damage, 0.5 = half damage Falloff Range = 0; Falloff Factor = 0; Regen = no; Ammo = 0; Ammo Limit = 200; Style = WPS_IMPACT_SHOTGUN; Bounce = no; Sky = no; Weight = 1.0; Firing Weight = 1.0; Time -> Dropping = 0; Time -> Raising = 0; Time -> Ammo = 0; Time -> Shooting = 0; } Grenade Launcher { Cycle = 800; //Self Knockback Cycle = Cycle; Damage = 100; //Knockback = Damage; Splash Damage = 100; //Splash Knockback = Splash Damage; Radius = 150; Self Damage = 0.5; //Self Knockback = Splash Knockback; Self Knockback HV = 0.0; Self Slide Factor = 1.0; Self Knockback Multi Jumps = 0; Firing Knockback = 0; Firing Knockback HV = 0.8; //Team Knockback = Knockback; //Team Splash Knockback = Splash Knockback; Regen = 0; Speed = 700; Ammo = 0; Ammo Limit = 200; /* Grenade Launcher Style * * WPS_GRENADE_STICKY Grenades will stick to walls, like mines **/ Style = WPS_IMPACT_GRENADE; Bounce = -1; Gravity = yes; Time to Live = 2.5; Sky = no; Weight = 1.0; Firing Weight = 1.0; Time -> Dropping = 0; Time -> Raising = 0; Time -> Ammo = 0; Time -> Shooting = 0; } Rocket Launcher { Cycle = 800; //Self Knockback Cycle = Cycle; Damage = 100; //Knockback = Damage; Splash Damage = 100; //Splash Knockback = Splash Damage; Radius = 120; Self Damage = 0.5; //Self Knockback = Splash Knockback; Self Knockback HV = 0.0; Self Slide Factor = 1.0; Self Knockback Multi Jumps = 0; Firing Knockback = 0; Firing Knockback HV = 0.8; //Team Knockback = Knockback; //Team Splash Knockback = Splash Knockback; Regen = no; Speed = 900; Ammo = 0; Ammo Limit = 200; /* Rocket Launcher Styles * * WPS_ROCKET_GUIDED Allows to control the rocket with your mouse * WPS_ROCKET_HOMING Rocket will hunt your enemys **/ Style = WPS_IMPACT_ROCKET; // Rocket launcher homing factor (only for WPS_ROCKET_HOMING style) Homing Factor = 0.3; Bounce = no; Gravity = no; Time to Live = 15; Sky = no; Weight = 1.0; Firing Weight = 1.0; Time -> Dropping = 0; Time -> Raising = 0; Time -> Ammo = 0; Time -> Shooting = 0; } Lightning Gun { Cycle = 50; //Self Knockback Cycle = Cycle; Damage = 8; //Knockback = Damage; Splash Damage = 0; //Splash Knockback = Splash Damage; Radius = no; Self Damage = 0.5; //Self Knockback = Splash Knockback; Self Knockback HV = 0.0; Self Slide Factor = 1.0; Self Knockback Multi Jumps = 0; Firing Knockback = 0; Firing Knockback HV = 0.8; //Team Knockback = Knockback; //Team Splash Knockback = Splash Knockback; Regen = no; Ammo = 0; Ammo Limit = 200; Style = no; Sky = no; // Maxium range the weapon will deal damage on Range = 768; // Fall off damage, knockback etc. on specific range by the defined factor // Negative range will invert the effect (e.g. half damage on short range and // full damage on long range) // Factor 0 = no damage, 0.5 = half damage Falloff Range = 0; Falloff Factor = 0; // Lightning gun bounce. THIS WILL CRASH ALL CLIENTS WITHOUT MOD! Bounce = no; Weight = 1.0; Firing Weight = 1.0; Time -> Dropping = 0; Time -> Raising = 0; Time -> Ammo = 0; Time -> Shooting = 0; } Railgun { Cycle = 1500; //Self Knockback Cycle = Cycle; Damage = 100; //Knockback = Damage; Splash Damage = 0; //Splash Knockback = Splash Damage; Radius = no; Self Damage = 0.5; //Self Knockback = Splash Knockback; Self Knockback HV = 0.0; Self Slide Factor = 1.0; Self Knockback Multi Jumps = 0; Firing Knockback = 0; Firing Knockback HV = 0.8; //Team Knockback = Knockback; //Team Splash Knockback = Splash Knockback; Regen = no; Ammo = 0; Ammo Limit = 200; Style = WPS_RAILTRAIL | WPS_IMPACT_RAIL; // Maxium range the weapon will deal damage on Range = 8192; // Fall off damage, knockback etc. on specific range by the defined factor // Negative range will invert the effect (e.g. half damage on short range and // full damage on long range) // Factor 0 = no damage, 0.5 = half damage Falloff Range = 0; Falloff Factor = 0; Bounce = no; Sky = no; Weight = 1.0; Firing Weight = 1.0; Max Hits = 4; Time -> Dropping = 0; Time -> Raising = 0; Time -> Ammo = 0; Time -> Shooting = 0; } Plasma Gun { Cycle = 100; //Self Knockback Cycle = Cycle; Damage = 20; //Knockback = Damage; Splash Damage = 15; //Splash Knockback = Splash Damage; Radius = 20; Self Damage = 0.5; //Self Knockback = Splash Knockback; Self Knockback HV = 0.0; Self Slide Factor = 1.0; Self Knockback Multi Jumps = 0; Firing Knockback = 0; Firing Knockback HV = 0.8; //Team Knockback = Knockback; //Team Splash Knockback = Splash Knockback; Regen = no; Speed = 2000; Ammo = 0; Ammo Limit = 200; /* Plasma Gun Styles * * WPS_PLASMA_SPLIT Adds 3 plasma streams **/ Style = WPS_IMPACT_PLASMA; // Plasmagun spread (only for WPS_PLASMA_SPLIT style) Spread = 300; Bounce = no; Gravity = no; Time to Live = 10; Sky = no; Weight = 1.0; Firing Weight = 1.0; Time -> Dropping = 0; Time -> Raising = 0; Time -> Ammo = 0; Time -> Shooting = 0; } BFG { Cycle = 200; //Self Knockback Cycle = Cycle; Damage = 100; //Knockback = Damage; Splash Damage = 100; //Splash Knockback = Splash Damage; Radius = 120; Self Damage = 0.5; //Self Knockback = Splash Knockback; Self Knockback HV = 0.0; Self Slide Factor = 1.0; Self Knockback Multi Jumps = 0; Firing Knockback = 0; Firing Knockback HV = 0.8; //Team Knockback = Knockback; //Team Splash Knockback = Splash Knockback; Regen = no; Speed = 2000; Ammo = 0; Ammo Limit = 200; /* BFG Styles * * WPS_BFG_PANTS Mr. Pants' Excessive * WPS_BFG_SOD SoD MoD **/ Style = WPS_IMPACT_BFG; /* Grenade Settings * * Only valid if WPS_BFG_PANTS or WPS_BFG_SOD is set **/ Grenade Count = 7; // valid for WPS_BFG_PANTS only, WPS_BFG_SOD will always use 4 Grenade Damage = 80; //Grenade Knockback = Grenade Damage; Grenade Splash Damage = 200; //Grenade Splash Knockback = Grenade Splash Damage; Grenade Radius = 80; //Grenade Self Knockback = Grenade Splash Knockback; Grenade Style = WPS_IMPACT_GRENADE; //Grenade Team Knockback = Grenade Knockback; //Grenade Team Splash Knockback = Grenade Splash Knockback; Bounce = no; Gravity = no; Time to Live = 10; Sky = no; Weight = 1.0; Firing Weight = 1.0; Time -> Dropping = 0; Time -> Raising = 0; Time -> Ammo = 0; Time -> Shooting = 0; }