Config { Name = "Mr. Pants' Excessive Overkill"; Version = "004"; Date = "8 May 2009"; Author = "easy "; } Misc { $xp_physics = no; if ( $ex_spawn == NULL ) { $ex_spawn = 5; } Start Weapon = ( 1 << $ex_spawn ); Start Weapons = WP_NONE; if ( $ex_gauntlet || $ex_gauntlet == NULL ) { Start Weapons |= WP_GAUNTLET; } if ( $ex_machinegun || $ex_machinegun == NULL ) { Start Weapons |= WP_MACHINEGUN; } if ( $ex_shotgun || $ex_shotgun == NULL ) { Start Weapons |= WP_SHOTGUN; } if ( $ex_grenade || $ex_grenade == NULL ) { Start Weapons |= WP_GRENADE_LAUNCHER; } if ( $ex_rocket || $ex_rocket == NULL ) { Start Weapons |= WP_ROCKET_LAUNCHER; } if ( $ex_lightning || $ex_lightning == NULL ) { Start Weapons |= WP_LIGHTNING; } if ( $ex_rail || $ex_rail == NULL ) { Start Weapons |= WP_RAILGUN; } if ( $ex_plasma || $ex_plasma == NULL ) { Start Weapons |= WP_PLASMAGUN; } if ( $ex_bfg || $ex_bfg == NULL ) { Start Weapons |= WP_BFG; } if ( $ex_hook || $ex_hook == NULL ) { Start Weapons |= WP_GRAPPLING_HOOK; } if ( $ex_quadstart || $ex_quadstart == NULL ) { Start Powerups = PW_QUAD | PW_FIRST_SPAWN; } Weapons = no; Items = IT_ARMOR_SHARD | IT_ARMOR_COMBAT | IT_ARMOR_BODY | IT_TELEPORTER | IT_MEDKIT; Ammos = no; Spawn Protection = 0; // strict check against string, because we want it to be instant if cvar is unset if ( $ex_instant == "0" ) { Weapon Time { Dropping = 201; Raising = 251; Ammo = 501; } } else { Weapon Time { Dropping = 1; Raising = 1; Ammo = 101; } } DM Flags = DM_NO_SELF_DAMAGE | DM_NO_FALLING_DAMAGE | DM_DROP_WEAPONS | DM_DROP_HOLDABLES | DM_DROP_POWERUPS; Regen Factors { Soft Health = 50; Hard Health = Soft Health / 3; } Health = 300; Health Soft Limit = Health; Health Hard Limit = Health; Health Regen = 1000; Health Regen Amount = 5; Armor Soft Limit = 200; Armor Hard Limit = 200; Corpse -> Gib = no; Team Score -> Members = 0; Capture The Flag -> Suicide Return = false; Freeze Tag -> Damage Thaw = 10000; } Suicide { Damage = Knockback = 100; Radius = 100; Style = WPS_IMPACT_GRENADE; } Grapple { Damage = Knockback = 30; Speed = 5000; Time = 0; Pull Speed = 3000; } Gauntlet { Damage = Knockback = 750; } Machinegun { Cycle = 50; Damage = Knockback = 45; Regen = 180; Ammo = 500; } Shotgun { Cycle = 500; Damage = Knockback = 40; Regen = 200; Ammo = 50; Style = WPS_RAILTRAIL | WPS_IMPACT_SHOTGUN; } Grenade Launcher { Cycle = 400; Damage = Knockback = 1000; Splash Damage = Splash Knockback = Self Knockback = 200; Radius = 200; Regen = 1600; Ammo = 50; Bounce = 0; Time to Live = 1; } Rocket Launcher { Cycle = 100; Regen = 400; Ammo = 100; } Lightning Gun { Cycle = 100; Damage = Knockback = 70; Splash Damage = Splash Knockback = Self Knockback = 65; Radius = 75; Regen = 400; Ammo = 200; Style = WPS_IMPACT_GRENADE; Sky = yes; } Railgun { Cycle = 100; Damage = Knockback = 40; Regen = 400; Ammo = 100; } Plasma Gun { Damage = Knockback = 60; Splash Damage = Splash Knockback = Self Knockback = 60; Radius = 30; Regen = 400; Ammo = 100; Style = WPS_IMPACT_PLASMA | WPS_PLASMA_SPLIT; } BFG { Cycle = 800; Damage = Knockback = 125; Splash Damage = Splash Knockback = Self Knockback = 0; Radius = 0; Regen = 3200; Ammo = 60; Style = WPS_IMPACT_ROCKET | WPS_BFG_PANTS; }