// Custom Server Settings: OSP Tourney DM - Quake3 // ----------------------------------------------- // Version: 1.03 // Date: 23 Feb 2003 // Email: rhea@OrangeSmoothie.org // WWW: http://www.OrangeSmoothie.org // IRC: irc.enterthegame.com: #osp // // // Note: Do *not* use this config as a base for your own custom // server configs! Please use one of the other included // example configs as a base and refer to this document // for information on each option, as needed. // // Recommended dedicated server command-line: // // quake3 +set dedicated 2 +set fs_game osp +exec // // ========================= // STARTUP (Reference) // ========================= // admin_log // Logs additional server information that describes such things // as IP addresses of players, attempts to referee status, ref // commands issued, etc. Setting the paramter to null ("") or // "none" will disable this logging (the default). // // decal_directory // Specifies the directory under the main osp/ directory to // look for map decal definitions (default = "decals"). // // dmflags // id's Quake3 options for gameplay (default = 0): // // df_mask: // -------- // 8 - No falling damage // 16 - Fixed FOV // 32 - No footsteps // 64 - Winning team keeps their current armor/health/powerups (FT only) // 128 - Winning team's frozen players are not thawed on a new round (FT only) // // filter_file // Specifies the file to use for server client filters // (default = "filters.txt"). Please refer to the // Docs/Player-filters-q3.txt file for more information on // player filters. // // freezetag_latejoin <0|1> // Toggles whether players joining a team while a match is in // progress will spawn frozen. // // freezetag_respawn <1.7-10.0> // Specifies the length of time (in seconds) a player must wait // before they can respawn after dying from most world events // (void, lava, etc.) (default = 3.0, FT-only) // // g_spectatorInactivity // Specifies the time (in seconds) that a spectator has to sit idle // on a server until they are automatically kicked from the server. // A value of 0 disables this option (the default). A value of < 0 // will prevent any spectators from remaining on the server. // // player_file // Specifies a list of playernames who are only allowed to connect // to the server (default = "none"). Playernames are to be added // to the file specified in this variable. If this option is used, // ONLY players with the names listed can connect to the server. // (Note: this option will be enhanced in the future to allow more // flexible player allowances/banning). // // player_always // Specifies starting tag of a playername that allows a player // to connect regardless of what follows the tag. This player // can NEVER enter the game, however. Note: QTV observers with // "QTV" starting in their name is hardcoded in the server, so // this option allows for QTV and one other allowed forced // spectator name tag. // // pmove_fixed <0|1> // Allows clients to utilize enhanced client sampling (also named // the same "pmove_fixed" on the client). // // osp_gamename <0|1> // Allows OSP to run as "baseq3" for UI server browser filtering. // This allows server ops to let clients use the in-game browser // and select their server if the client uses the FFA/1v1/etc. // filter types. // 0 - Shows up as "FFA/1V1/TDM/CTF/???" // * 1 - Shows up as "osp" // ---> Note: To use this properly, you will have to put everything // (configs, subdirectories, etc.) in the baseq3/ directory, copy // the "game" .pk3 in the paks/ directory into the baseq3/ // directory and rename it to something like "zzzosp-game099.pk3" // // roundlimit // Specifies the number of rounds for a team to win to win the // overall match in ClanArena mode (default = 7). // // server_availmodes // Specifies which internal configurations are available for // voting. Check the Docs/osp-q3-Mode-info.txt for complete // info. (Default = 63 - all modes available for voting). // : // 1 - FFA // 2 - 1V1 // 4 - FFA (competition) // 8 - Team DM // 16 - CTF // 32 - Clan Arena // 64 - FreezeTag w/OSP settings // 128 - FreezeTag w/vanilla settings // // server_cq3 <0|1> // Enables/disables alternate CQ3 settings (default = 0 - disabled). // ---> More info on these settings can be found in: Docs/osp-q3-CQ3Info.txt // // server_customclient // Specifies what custom options can be enabled on the client. // (Default = 15) // : // 1 - Enable 125Hz sampling. [DEPRECATED, see: pmove_fixed] // 2 - Allow cg_truelightning usage. // 4 - Custom graphics used with cg_altPlasma and // cg_altLightning is allowed. // 8 - Toggles client usage of OSP-based HUD. // 16 - Disables the drawing of the match clock. // 32 - Disables to clamp on com_maxfps for clients. // // server_fastrail <0|1> // * 0 - (Promode) Server defaults to 1500 msec railgun switching delay. // 1 - (Promode) Server defaults to 1000 msec railgun switching delay. // // server_freezetag <0|1|2> // * 0 - FreezeTag TDM (FT) mode not in effect // 1 - FT with OSP settings in effect (must be in g_gametype 3) // 2 - FT with vanilla settings in effect (must be in g_gametype 3) // // server_gfxspecfile // Defines custom graphics to display on the client. Server // also needs to have graphics available for download. Please // see osp/Docs/osp-q3-Server-gfx.txt for complete details. // (Default = "none" - Custom server graphics disabled) // // server_lgcooldown <0|1> // * 0 - (Promode) Server defaults to 0 msec LightningGun switching delay. // 1 - (Promode) Server defaults to 200 msec LightningGun switching delay // (100ms if fastrail is enabled). // // server_maxpacketsmin // Specifies minimum client cl_maxpackets setting (Default = 0, // no lower limit on client cl_maxpackets). // // server_maxpacketsmax // Specifies maximum client cl_maxpackets setting (Default = 0, // no upper limit on client cl_maxpackets). // // server_motdfile // Defines an external file from which to read MOTD message to // display to an OSP-based client. This file will override // any server_motdX variable setting (defined below). // (Default = "non" - No MOTD file defined). // // server_motdX (X = 1 through 8) // Sets the server MOTD. Each var is used to display a line in the // MOTD. The message is terminated when the first NULL ("") line is // encountered. // // server_ospauth // Custom OSP-based client-side authentication to verify the // integrity of a client's cgame module. This option requires // the custom OSP client-side cgame. // * 0 - No additional authentication performed on clients. // 1 - Clients are verified that they are using an OSP // client-side cgame + enhanced nopbot/.exe hack // detection. // 2+ - Clients are only authenticated. // // server_promode <0|1> // Allows for enabling "ProMode" server settings for any mode of // play. ProMode is a tweak on several basic gameplay features // to facilitate a faster style of play. // * 0 - Normal Quake3 settings (VQ3) // 1 - Promode-style of play (Promode) // // ---> More info on ProMode Quake3 settings can be found at: // http://www.challenge-world.com // // server_realping <0|1> // Specifies whether spectators who are following player's in the // game will have their real ping reflected in the scoredboard // and remote server queries. // * 0 - Copy followed players ping (id default) // 1 - Show spec's real ping. // // server_record // Forces clients to take demos and screenshots of a match. // This options requires the custom OSP client-side cgame. // : // ---------- // * 0 - Client-side records are NOT enforced. // 1 - Record Demos // 2 - Take end-level screenshot // 4 - Include server name in demo name // 8 - Include server time for uniqueness // 16 - Alternate recording style that does: // SERVERNAME-PLAYERNAME-[#] // For both demos and screenshots. All other bits // will be ignored if this option is set. The [#] // field will increase on each successful round // played. It will NOT be incremented if something // like a match is aborted or a new map is loaded. // // Thus, a server_record value of 7 will: record demos, // take end-level screenshot, and include the servername // in the filename of the demo/screenshot. // // A value of 3 will do the same without the server's // name included. // // ---> Note: A match must be "All players ready" or // forced to start by the referee to invoke this // option on players. Simply letting the warmup // countdown to match start will NOT invoke the // client-side recordings. To be safe, just set // "g_doWarmup 1" and "g_warmup 0" to guarantee // for this option to work. // // server_thrufloors <0|1> // * 0 - Blast damage does NOT radiate through thin surfaces. // 1 - Default id Quake3 (version 1.17 and prior) format where // blast damage can be given through thin surfaces. // // server_timenudgemin // Specifies minimum client cl_timenudge setting (Default = 0, // no lower limit on client cl_timenudge). // // server_timenudgemax // Specifies maximum client cl_timenudge setting (Default = 0, // no upper limit on client cl_timenudge). // // viewcam_directory // Specifies the location of all "viewcam-.cfg" files // (default = "cfg-viewcam"). // set sv_pure 1 set sv_hostname "OSP Tourney DM" set sv_maxclients 10 set bot_enable 0 set decal_directory "decals" set dmflags 0 set timelimit 20 set fraglimit 30 set capturelimit 8 set roundlimit 7 set g_spectatorInactivity 0 set filter_file "filters.txt" set freezetag_respawn 3.0 set osp_gamename 1 set player_file "none" set player_always "" set pmove_fixed 0 set server_availmodes 255 set server_cq3 0 set server_customclient 15 set server_fastrail 0 set server_freezetag 0 set server_gfxspecfile "none" set server_lgcooldown 0 set server_maxpacketsmin 0 set server_maxpacketsmax 0 set server_motdfile "none" set server_motd1 " ^B^3*** Welcome to OSP Tourney DM/CA/CTF *** " set server_motd2 " " set server_motd3 " http://www.OrangeSmoothie.org" set server_motd4 "" set server_motd5 "" set server_motd6 "" set server_motd7 "" set server_motd8 "" set server_ospauth 0 set server_promode 0 set server_realping 0 set server_record 0 set server_thrufloors 0 set server_timenudgemin 0 set server_timenudgemax 0 set viewcam_directory "cfg-viewcam" // ============= // REFEREE // ============= // ref_password // Sets the password for in-game "referee" (admin) access. // Setting this password to "none" disables the referee feature // (default = "none"). // set ref_password "none" // ======================== // GENERAL Q3 OPTIONS // ======================== // bot_autoload // Specifies names of bots to add after the server has loaded. // Bot names are delimited by spaces. This variable allows the // server admin to automatically load bots on map start as if // the admin issued "addbot" commands. ANY name can be used // for the bots. // // bot_checktime // Specifies the number of seconds between bots joining/leaving // a server based on bot_minplayers setting (default = 10). // // g_gametype // Specifies gametype the server is to start on startup: // 0 - Free For All DM (FFA) [default] // 1 - 1v1 DM // 2 - Single-Player // 3 - Team Deathmatch // 4 - Capture The Flag (CTF) Teamplay // 5 - Clan Arena (CA) // // g_inactivity // Specifies how long a player can idle before being kicked // from the server. A value of "0" disables this feature // (default = 0). // // g_log // Specifies the name of the file to save all in-game // information. Setting this to "" disables logging // (default = "games.log"). // // log_default <0|1> // Determines if log format follows default id format or uses // the enhanced OSP format. // * 0 - Enhanced OSP logging format. // 1 - Default id logging format. // // log_stat <0|1|2> // Dumps player health/armor based on events that occur during // the game. Note: VERY intensive logging here!! // * 0 - Not extra stat logging. // 1 - All stat-log events printed to logfile only. // 2 - Stat-log events also dumped to console. // set bot_checktime 10 set g_gametype 0 set g_inactivity 0 set g_log "" set log_default 0 set log_stat 0 // ============================== // MATCH-RELATED PARAMETERS // ============================== // g_doWarmup <0|1> // Specifies whether a match should have a "warm-up" // period before actual gamplay begins. In almost all // cases, these option SHOULD be set to 1 to make it // a more fair of a fight for slow connects from a // previous level (default = 0). // // g_warmup // Specifies the maximum length of the warmup period, // if it is enabled. This warmup period is shortened to // 10 seconds once enough players are "ready". If this // value is set to 0, and g_doWarmup is set to 1, then // players must manually "ready" themselves to start the // match -- much like the traditional method in such mods // as OSP Tourney DM for Quake2 (default = 20). // // match_carespawn <0|1> // Determines whether clients respawn randomly when a round // begins for CA (ClanArena) mode. This affects *only* the // CA gametype. // * 0 - Clients do NOT respawn on round start. // 1 - Clients respaawn when the round begins. // // match_cawarmupfire <0|1> // Specifies whether or not clients can shoot weapons during // warmup periods in the CA gametype. // 0 - Weapon firing is not allowed in CA warmup. // * 1 - Players can shoot weapons during warmup periods // in CA. No ammo, health or armor is lost during // warmup. // // match_dropitems <0|1> // Allows players to drop items (weapons/ammo) in TDM mode. // * 0 - Players CANNOT drop weapons/ammo // 1 - Players CAN drop weapons/ammo // // match_hurtself <0|1> // Whether clients can hurt themselves with splash damage. // 0 - Clients can NOT hurt themselves. // * 1 - Clients can inflict damage on themselves. // // match_instagib <0|1> // * 0 - Match is in normal DM-style play. // 1 - Match is in "instagib" style play: No items, players // spawn with railgun and gauntlet, and each rail hit is // 400 points of damage. // // match_lateJoin <0|1> // Specifies whether players connecting after a match // has started can freely join during the match. This // option is ignored if g_doWarmup is set to 0. // * 0 - Latecomers must sit and watch a match // in progress (i.e. they cannot join the // match uless: an in-game player unlocks his/her // team, an in-game captain invites the late- // connector to join his/her team, or a referee // manually places them on a team). This option // is useful in coducting serious on-line matches // where disruptions in play of uninvited players // cannot be tolerated. // 1 - This allows for the "traditional" id game join // mode, where anyone can join at anytime of the // match (barring the server is running in 1v1 mode). // // match_maxsuicides // Configurable number of suicides before a client is kicked/banned // (default = 5). A client will be kick/banned for a map that // /kill themselves the specified number of times, or suicide // (i.e. lava jumping) 2 * match_maxsuicides. // // match_minplayers // Specifies the minimum # of players that must be in the game // before they can "ready" up to start the match (default = 2). // Note, this option is useful only if g_doWarmup = 1 and // g_warmup = 0. // // match_mutespecs <0|1> // Enables/disables spectator chat being displayed to active // players in the game when a match is in progress (for // teamplay modes only) (default = 0). // // match_poweruprespawn <60|90|120> // Specifies the time (in seconds) between powerups (except for // the BattleSuit, which is locked to 120). Only available // in promode (default = 120 for CTF, 60 all other modes). // // match_overtime <0|1|2|3> // Specifies the type of overtime mode to handle in the case of // a scoring tie in 1v1/Team DM/CTF: // // 0 - Sudden Death: Match continues indefinately, first score // wins (1v1/CTF default -- id default overtime handling) // // 1 - Sudden Death-Timed overtime: If the match is still // tied after x overtime rounds, the match will move // to sudden death with first score to win (Team DM // default -- unlimited 5-minute periods) // // 2 - No overtime: matches can end in a tie // // 3 - Tie-Timed overtime: If match is still tied after x // overtime rounds, the match ends in a tie (like hockey). // // match_overtimecount // Number of timed overtime rounds to play until either sudden // death or a tie is issued. Note, setting this parameter to 0 // will give an indefinate # of overtime periods until a victor // is determined (default = 0). // // match_overtimelength // Number of minutes for a timed overtime round (default = 5). // This value must be >= 1 (forced inside the game). // // match_readypercent // Specifies the percentage of in-game players who must be // "ready" to start a match. This can also be used to get // a match going on an otherwise long g_warmup "warmup" period // (default = 51). // // match_roundtimer // Specifies the number of seconds between rounds once a match // has started (Clan Arena mode only) (default = 10). Note, // the minimum value for this setting is 2 seconds, while the // maximum is 20. // // match_timeoutcount // Specifies the number of timeouts allowed for each team in // teamplay (DM or CTF), or each player in 1v1 (default = 3). // // match_timeoutlength // Specifies the length (in seconds) of each timeout // (default = 60). // // match_winbyscore // For 1v1 mode, this option specifies the point spread to reach // to finish a match. This value, in conjunction with a low frag- // limit can speed up 1v1 matches. This is a sort of "skunk" // setting when one player is really beating another player. A // value of "0" disables this option (default = 0). // // warmup_armor // Specifies the amount of armor given during warmup (for all // modes except CA). // set g_doWarmup 0 set g_warmup 20 set match_carespawn 0 set match_cawarmupfire 1 set match_hurtself 1 set match_instagib 0 set match_latejoin 0 set match_maxsuicides 5 set match_minplayers 2 set match_mutespecs 0 set match_overtime 1 set match_overtimecount 0 set match_overtimelength 5 set match_readypercent 51 set match_roundtimer 10 set match_timeoutcount 0 set match_timeoutlength 60 set match_winbyscore 0 set warmup_armor 0 // ============== // TEAMPLAY // ============== // team_allcaptain <0|1> // * 0 - Normal team captain assignments (1 per team). // 1 - All players on a team have the ability to invite // spectators or to call a time-out. There is still // a single "true" captain. // // team_armordamage <0|1> // * 0 - No armor is stripped for self-inflicted blast damage // (Clan Arena gametype mode only). // 1 - Armor is stripped for self-inflicted blast damage // (Clan Arena gametype mode only). // // team_maxplayers // Specifies the maximum size for each team. A value of 0 // specifies no limit to a team's size (default = 0). // // team_nocontrols // Option for public servers to remove captainship and team // commands (default = 0 - all options enabled) // // team_noteamready <0|1> // Toggles ability for use of the "teamready" command (default // = 0 - "teamready" command is available for use. // // g_weaponTeamrespawn // Specifies the repawn time (in seconds) of weapons for Team // DM gametype (default = 30). // // g_weaponrespawn // Specifies the weapon respawn time for all gametypes EXCEPT // Team DM (default = 5). // // g_friendlyFire <0|1> // 0 - Teammates cant hurt each other. // * 1 - Teammates CAN inflict damage on fellow teammates. // // g_teamAutoJoin <0|1> // * 0 - Places connecting players in spectator mode once they // have fully connected to the game. // 1 - Automatically places a player on the team with the // lowest number of players (or score if equal player // counts) after fully connecting to the game. // // g_teamForceBalance <0|1> // * 0 - Allows players to join any team, regardless of player // counts. // 1 - Forces players to join the team with the lower number // of players, and if equal, then the team with the lower // score. // set team_allcaptain 1 set team_armordamage 0 set team_maxplayers 0 set g_weaponTeamrespawn 30 set g_weaponrespawn 5 set g_friendlyFire 1 set g_teamAutoJoin 0 set g_teamForceBalance 0 // ========== // HOOK // ========== // hook_enable <0|1> // * 0 - Disables grappling hook // 1 - Allows players to use hook with: bind +button5 // // hook_delaytime // Specifies the minimum number of MILLISECONDS that a player // can redeploy a hook after use (default = 750). // // hook_holdtime // Specifies the maximum number of seconds that a player's // hook will remain attached (default = 3). // // hook_sky <0|1> // * 0 - Players cannot hook the "sky" surface. // 1 - Players can hook onto any surface (except other players). // // hook_speed // The speed at which the hook leaves from the player's position // and makes contact with a surface on the map (default = 1200). // // hook_speedpull // The speed at which a player is pulled along the hook's path // after it has landed on a valid map surface (default = 9500). // set hook_enable 0 set hook_delaytime 750 set hook_holdtime 3 set hook_sky 0 set hook_speed 1200 set hook_speedpull 950 // ======================== // MODE CONFIG VOTING // ======================== // mode_start // Specifies the server configuration that the server will // start with upon launch. Note, this is setting also specifies // the server's default mode to roll back to after 10 minutes // if no clients are connected. The specification of // is documented in osp/Docs/osp-q3-Mode-info.txt. Setting this // option to "-1" disables this feature (the default). // // mode_customfile // Specifies the name/config of each server config available // for voting. The "name" is what clients vote for, while the // "config" is the server config that will be execed if the // vote passes. These alternate modes of play can be disabled // for voting if the value for "mode_file" is set to "none" // (the default). Please see osp/Docs/osp-q3-Mode-info.txt // for complete info on this variable and its settings. // set mode_start "-1" set mode_customfile "none" // ============ // VOTING // ============ // g_allowVote <0|1> // 0 - Disables all client voting on the server. // * 1 - Allows clients to vote on server settings. // // vote_limit // Maximum # of votes allowed during a map for a non-referee // (default = 5). // // vote_allow_* // 0 - Diables a particular vote item. // * 1 - Allows clients to vote on the item. // // ---> Note the default behavior for vote_allow_ref // is set to 0 (disabled). If enabled, it also // requires at least 3 players to be connected // to the server. The referee status of an // elected player is removed at the end of the // map. // // vote_allow_armordamage <0|1> // Whether armor is stripped off when receiving self- // inflicted blast damage (ClanArena mode only). // // vote_allow_ca_startrespawn <0|1> // Allows clients to change whther they are respawned on // round start for the CA gametype. // // vote_allow_ca_warmupfire <0|1> // Allows clients to toggle weapon firing during warmup // in CA mode. // // vote_allow_capfps <0|1> // Allows clients to vote on the clamp of com_maxfps. // // vote_allow_cq3 <0|1> // Enables/disables voting for CQ3 settings. // // vote_allow_falling <0|1> // Enables/disables voting for falling damage. // // vote_allow_items // Specifies which ITEMS are available for vote by // players. The value is described below // (default = 1023 -- all items). Note, at this time, // only the BFG is available for voting. // // vote_allow_mutespecs <0|1> // Specifies if clients are allowed to vote for spectator // muting. // // vote_allow_pmove <0|1> // Allows clients to toggle server-imposed enhanced // client sampling (pmove_fixed). // // vote_allow_poweruprespawn <0|1> // Allows clients to set powerup respawn times under // promode settings. Only values of 60, 90, and 120 are // allowed for voting. // // vote_allow_powerups // Specifies which POWERUPS are available for vote by // players. The value is described below // (default = 255 -- all powerups). // // vote_allow_reload <0|1> // Specifies if railgun reload time voting is enabled. // Tbis is applicable only if instagib is enabled on // the server. // // vote_allow_respawn <0|1> // Whether clients can change g_forerespawn settings // through a vote. // // vote_percent <1-100> // Specifies the percentage of accepting clients for a // vote to pass. // set g_allowVote 1 set vote_allow_altgraphics 1 set vote_allow_allcaptain 1 set vote_allow_armordamage 1 set vote_allow_capfps 0 set vote_allow_capturelimit 1 set vote_allow_ca_startrespawn 1 set vote_allow_ca_warmupfire 1 set vote_allow_cq3 1 set vote_allow_dropitems 1 set vote_allow_falling 1 set vote_allow_fastrail 1 set vote_allow_fraglimit 1 set vote_allow_hook 0 set vote_allow_instagib 1 set vote_allow_items 1023 set vote_allow_kick 1 set vote_allow_lgcooldown 1 set vote_allow_map 1 set vote_allow_machinegun 1 set vote_allow_maxpackets 1 set vote_allow_mutespecs 1 set vote_allow_osphud 1 set vote_allow_overtime 1 set vote_allow_pmove 1 set vote_allow_poweruprespawn 1 set vote_allow_powerups 255 set vote_allow_promode 1 set vote_allow_referee 0 set vote_allow_reload 1 set vote_allow_respawn 1 set vote_allow_roundlimit 1 set vote_allow_teamdamage 1 set vote_allow_thrufloors 1 set vote_allow_timelimit 1 set vote_allow_timenudge 1 set vote_allow_weaponrespawn 1 set vote_limit 5 set vote_percent 50 // ================== // MAP SETTINGS // ================== // map_file // Specifies file containing map info (default = "maps.txt"). // // map_autoload <0|1|2|3> // 0 - disabled (do not auto-search for maps) // * 1 - normal auto-search based on gametype // 2 - Same as 1, except is also adds maps that don't have a properly // specified .arena file. // 3 - Add all maps found in osp/ and baseq3/ directories. // // Dynamic map lists! With Quake 1.27n or higher, OSP now has // the capability of auto-generating map lists on the fly, based on // current game type. The OSP map lists are still useful for forcing // maps to be available in the case where the auto-generation of the // map list misses a particular map (i.e. a map's .arena file doesn't // specify the current active g_gametype). There is also a new map // entry type: // // deletemap // // To *remove* maps that are auto-added but are not desired by the // server admin. // // Note: OSP will regenerate these map lists on map load and map // restarts, so for remote administration, all one has to // do is upload the map .pk3 file to the baseq3/ directory, // and OSP will automatically pick it up and add it to the // maplist (if the .arena for the map specifies the map is // intended for the current gametype). OSP will also weed // out maps that are specified, but are not located on the // server (i.e. mapname typos in the map config file). // // map_queue <0|1> // 0 - Disable using the map queue. Disabling the map queue // also disables all settings listed below. // * 1 - Map queue is loaded and enabled (default) // // map_rotate <0|1> // 0 - Map queue is enabled, but maps arent cycled at the // end of a match (server stays on the same map until // the current map is voted out). // * 1 - Maps are cycled at the end of each match // // map_random <0|1> // 0 - Step through the map list in the order it is // specified. // * 1 - Maps are randomly picked in the map queue // // map_once <0|1> // 0 - No guarantee that a map will not be picked more // times than any other map (if random cycling is // enabled). // * 1 - Guarantees that a map will only be picked once // in an entire cycling of the map queue // // map_nocount <0|1> // * 0 - Honors the min/max player settings as specified // by the map queue. // 1 - Ignores player counts and freely selects any map // in the map queue. // // map_halt <0|1> // * 0 - No pausing of the nect level load. // 1 - Suspends the next map loading indefinately. // set map_file "maps.txt" set map_autoload 1 set map_queue 1 set map_rotate 1 set map_once 1 set map_random 1 set map_nocount 0 set map_halt 0 // ========================== // ITEM/WEAPON SETTINGS // ========================== // armor_q2style <0|1> // Allows for Q2-style armoring system. // * 0 - Normal Q3 style armor // 1 - Yellow = 100 max armor, Red = 200 max armor, // Shards = 5 w/no limit, armor does not countdown. // // gauntlet_damage // Specifies the amout of damage that the gauntlet inflicts on // another player (default = 50). // // gauntlet_disable <0|1> // Enable/Disable the Gauntlet. This param is also available in // the weapon_have and weapon_start bitfield as 1024, but is also // provided seperately to maintain compatibility with older server // .cfgs. // // instagib_reload <100-5000> // Specifies the railgun reload time in instagib only. Value is // in milliseconds (ms) (defaut = 1500). // // item_disable // Describes all items (excluding powerups) to be removed from each // map (default = 0). Note, this value is a sum of all the items // to be disabled, as listed below: // // item_mask // ------------ // * 0 - No items diabled // 1 - All armor // 2 - All health // 4 - BFG // 8 - Machinegun // 16 - Shotgun // 32 - GrenadeLauncher // 64 - RocketLauncher // 128 - LightningGun // 256 - PlasmaGun // 512 - RailGun // // ---> Note, when a weapon is disabled, its associated // ammo is also removed. // // Example: item_disable value of 511 effectively // removes all items from the map except for // the railgun and its ammo (slugs). // // mg_damage // Specifies the amout of damage that the machinegun inflicts on // another player (non Team DM) (default = 7). // // mg_damageTeamplay // Specifies the amout of damage that the machinegun inflicts on // another player (Team DM only) (default = 5). // // powerup_disable // Describes all powerups to be removed from each map (default = 0). // Note, this value is a sum of all the powerups to be disabled, as // listed below: // // powerup_mask // ------------ // * 0 - No powerups diabled // 1 - Quad Damage // 2 - Battlesuit // 4 - Haste // 8 - Regeneration // 16 - Invisibility // 32 - Flight // 64 - Teleporter // 128 - Medkit // // Example: power_disable value of 127 effectively // removes all powerups from the map except for // the holdable medkit. // // railgun_damage // Specifies the amout of damage that a railgun inflicts on // another player (default = 100). // // replace_*: // Specifies if a weapon is to be replaced with another on // any map. Defaults are listed below: // // replace_machinegun (Default: 1 - Machinegun) // replace_shotgun (Default: 2 - Shotgun) // replace_glauncher (Default: 4 - GrenadeLauncher) // replace_rlauncher (Default: 8 - RocketLauncher) // replace_lightning (Default: 16 - LightningGun) // replace_railgun (Default: 32 - Railgun) // replace_plasmagun (Default: 64 - PlasmaGun) // replace_bfg (Default: 128 - BFG) // replace_invis (Default: 256 - Invisibility) // replace_quad (Default: 512 - Quad) // replace_battlesuit (Default: 1024 - BattleSuit) // replace_haste (Default: 2048 - Haste) // replace_regen (Default: 4096 - Regeneration) // replace_flight (Default: 8192 - Flight) // // : // --------------- // 1 - Machinegun // 2 - Shotgun // 4 - GrenadeLauncher // 8 - RocketLauncher // 16 - LightningGun // 32 - Railgun // 64 - PlasmaGun // 128 - BFG // 256 - Invisibility // 512 - Quad Damage // 1024 - BattleSuit // 2048 - Haste // 4096 - Regeneration // 8192 - Flight // // start_*: // Specifies strating ammo inventory for a player. Defaults // for each ammo type are listed below: // // start_armor (Default: 0) // start_health (Default: 125) // start_bullets (Default: 50 teamplay/100 all else) // start_shells (Default: 0) // start_rockets (Default: 0) // start_grenades (Default: 0) // start_lightning (Default: 0) // start_slugs (Default: 0) // start_cells (Default: 0) // start_bfg (Default: 0) // // weapon_deaddrop <0|1> // 0 - Players DON'T drop their current weapon when killed. // * 1 - Players drop their currently held weapon when killed. // // weapon_have // Specifies ALL weapons that a player respawns with when // entering a game or respawning from a death (default = 1). // // weapon_start // Specifies the default weapon has in-hand when entering // a game or respawning from a death. Note, the HIGHEST // ordered weapon value will be chosen if an exact weapon // number is not selected (default = 257). // // weapon_mask: // ------------ // 1 - Machinegun // 2 - Shotgun // 4 - GrenadeLauncher // 8 - RocketLauncher // 16 - LightningGun // 32 - Railgun // 64 - PlasmaGun // 128 - BFG // 256 - Gauntlet // set armor_q2style 0 set gauntlet_damage 50 set instagib_reload 1500 set item_disable 0 set mg_damage 7 set mg_damageTeamplay 5 set powerup_disable 0 set railgun_damage 100 set replace_battlesuit 1024 set replace_bfg 128 set replace_flight 8192 set replace_glauncher 4 set replace_haste 2048 set replace_invis 256 set replace_lightning 16 set replace_machinegun 1 set replace_plasmagun 64 set replace_quad 512 set replace_railgun 32 set replace_regen 4096 set replace_rlauncher 8 set replace_shotgun 2 set start_armor 0 set start_bfg 0 set start_bullets 0 set start_cells 0 set start_grenades 0 set start_health 125 set start_lightning 0 set start_rockets 0 set start_shells 0 set start_slugs 0 set weapon_deaddrop 0 set weapon_have 257 set weapon_start 1