1 // ===================================
2 // Master config for core game modes
3 // ===================================
5 // global gametype setting (uses gametype shortname, default gametype is deathmatch)
13 alias _sv_hook_gamestart "set _sv_hook_gametype $1; _sv_hook_gamestart_stage2"
14 alias _sv_hook_gamestart_stage2 "sv_hook_gamestart_all; sv_hook_gamestart_${_sv_hook_gametype}"
15 alias sv_hook_gamestart_all
16 alias sv_hook_gamestart_dm
17 alias sv_hook_gamestart_tdm
18 alias sv_hook_gamestart_dom
19 alias sv_hook_gamestart_ctf
20 alias sv_hook_gamestart_lms
21 alias sv_hook_gamestart_ca
22 alias sv_hook_gamestart_kh
23 alias sv_hook_gamestart_ons
24 alias sv_hook_gamestart_as
25 alias sv_hook_gamestart_rc
26 alias sv_hook_gamestart_nb
27 alias sv_hook_gamestart_cts
28 alias sv_hook_gamestart_ka
29 alias sv_hook_gamestart_ft
30 alias sv_hook_gamestart_inv
31 alias sv_hook_gamestart_duel
32 // there is currently no hook for when the match is restarted
33 // see sv_hook_readyrestart for previous uses of this hook
34 //alias sv_hook_gamerestart
38 // =====================
39 // gametype vote hooks
40 // =====================
41 // These are called when the mode is switched via gametype vote screen,
42 // earlier than gamestart hooks (useful for enabling per-gamemode mutators)
43 // The _all hook is called before the specific one
44 alias sv_vote_gametype_hook_all
45 alias sv_vote_gametype_hook_as
46 alias sv_vote_gametype_hook_ca
47 alias sv_vote_gametype_hook_ctf
48 alias sv_vote_gametype_hook_cts
49 alias sv_vote_gametype_hook_dm
50 alias sv_vote_gametype_hook_dom
51 alias sv_vote_gametype_hook_ft
52 alias sv_vote_gametype_hook_inv
53 alias sv_vote_gametype_hook_ka
54 alias sv_vote_gametype_hook_kh
55 alias sv_vote_gametype_hook_lms
56 alias sv_vote_gametype_hook_nb
57 alias sv_vote_gametype_hook_ons
58 alias sv_vote_gametype_hook_rc
59 alias sv_vote_gametype_hook_tdm
60 alias sv_vote_gametype_hook_duel
62 // Example preset to allow 1v1ctf to be used for the gametype voting screen.
63 // Aliases can have max 31 chars so the gametype can have max 9 chars.
64 // sv_vote_gametype_*_type Must be set to the name of the gametype the option is based on
65 // sv_vote_gametype_*_name Contains a human-readable name of the gametype
66 // sv_vote_gametype_*_description Contains a longer description
67 //set sv_vote_gametype_1v1ctf_type ctf
68 //set sv_vote_gametype_1v1ctf_name "Capture the Flag Duel"
69 //set sv_vote_gametype_1v1ctf_description "One vs One match in CTF"
70 //alias sv_vote_gametype_hook_all "g_maxplayers 0"
71 //alias sv_vote_gametype_hook_1v1ctf "g_maxplayers 2"
77 // this means that timelimit can be overidden globally and fraglimit can be overidden for each game mode: DM/TDM, Domination, CTF, and Runematch.
79 set leadlimit_and_fraglimit 0 "both leadlimit AND fraglimit must be reached"
80 set timelimit_override -1 "Time limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
81 set fraglimit_override -1 "Frag limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
82 set leadlimit_override -1 "Lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
83 set capturelimit_override -1 "Capture limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
84 set 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)"
85 set 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)"
86 set 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)"
87 set 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)"
88 set 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)"
89 set 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)"
90 set 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)"
91 set 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)"
92 set 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)"
95 // =================================
96 // respawn delay/waves/weapon_stay
97 // =================================
98 // when variables are set to anything other than 0, they take over the global setting. Negative values force an output value of zero.
99 set g_ctf_respawn_delay_small 1
100 set g_ctf_respawn_delay_small_count 1
101 set g_ctf_respawn_delay_large 5
102 set g_ctf_respawn_delay_large_count 5
103 set g_ctf_respawn_delay_max 0
104 set g_ctf_respawn_waves 0
105 set g_ctf_weapon_stay 0
106 set g_dm_respawn_delay_small 0
107 set g_dm_respawn_delay_small_count 0
108 set g_dm_respawn_delay_large 0
109 set g_dm_respawn_delay_large_count 0
110 set g_dm_respawn_delay_max 0
111 set g_dm_respawn_waves 0
112 set g_dm_weapon_stay 0
113 set g_dom_respawn_delay_small 0
114 set g_dom_respawn_delay_small_count 0
115 set g_dom_respawn_delay_large 0
116 set g_dom_respawn_delay_large_count 0
117 set g_dom_respawn_delay_max 0
118 set g_dom_respawn_waves 0
119 set g_dom_weapon_stay 0
120 set g_lms_respawn_delay_small 0
121 set g_lms_respawn_delay_small_count 0
122 set g_lms_respawn_delay_large 0
123 set g_lms_respawn_delay_large_count 0
124 set g_lms_respawn_delay_max 0
125 set g_lms_respawn_waves 0
126 set g_lms_weapon_stay 0
127 set g_tdm_respawn_delay_small 0
128 set g_tdm_respawn_delay_small_count 0
129 set g_tdm_respawn_delay_large 0
130 set g_tdm_respawn_delay_large_count 0
131 set g_tdm_respawn_delay_max 0
132 set g_tdm_respawn_waves 0
133 set g_tdm_weapon_stay 0
134 set g_ka_respawn_delay_small 0
135 set g_ka_respawn_delay_small_count 0
136 set g_ka_respawn_delay_large 0
137 set g_ka_respawn_delay_large_count 0
138 set g_ka_respawn_delay_max 0
139 set g_ka_respawn_waves 0
140 set g_ka_weapon_stay 0
141 set g_kh_respawn_delay_small 0
142 set g_kh_respawn_delay_small_count 0
143 set g_kh_respawn_delay_large 0
144 set g_kh_respawn_delay_large_count 0
145 set g_kh_respawn_delay_max 0
146 set g_kh_respawn_waves 0
147 set g_kh_weapon_stay 0
148 set g_ca_respawn_delay_small 0
149 set g_ca_respawn_delay_small_count 0
150 set g_ca_respawn_delay_large 0
151 set g_ca_respawn_delay_large_count 0
152 set g_ca_respawn_delay_max 0
153 set g_ca_respawn_waves 0
154 set g_ca_weapon_stay 0
155 set g_nb_respawn_delay_small 0
156 set g_nb_respawn_delay_small_count 0
157 set g_nb_respawn_delay_large 0
158 set g_nb_respawn_delay_large_count 0
159 set g_nb_respawn_delay_max 0
160 set g_nb_respawn_waves 0
161 set g_nb_weapon_stay 0
162 set g_as_respawn_delay_small 0
163 set g_as_respawn_delay_small_count 0
164 set g_as_respawn_delay_large 0
165 set g_as_respawn_delay_large_count 0
166 set g_as_respawn_delay_max 0
167 set g_as_respawn_waves 0
168 set g_as_weapon_stay 0
169 set g_ons_respawn_delay_small 0
170 set g_ons_respawn_delay_small_count 0
171 set g_ons_respawn_delay_large 0
172 set g_ons_respawn_delay_large_count 0
173 set g_ons_respawn_delay_max 0
174 set g_ons_respawn_waves 0
175 set g_ons_weapon_stay 0
176 set g_rc_respawn_delay_small 0
177 set g_rc_respawn_delay_small_count 0
178 set g_rc_respawn_delay_large 0
179 set g_rc_respawn_delay_large_count 0
180 set g_rc_respawn_delay_max 0
181 set g_rc_respawn_waves 0
182 set g_rc_weapon_stay 0
183 set g_cts_respawn_delay_small -1 // CTS shall have instant respawn.
184 set g_cts_respawn_delay_small_count 0
185 set g_cts_respawn_delay_large -1 // CTS shall have instant respawn.
186 set g_cts_respawn_delay_large_count 0
187 set g_cts_respawn_delay_max 0
188 set g_cts_respawn_waves 0
189 set g_cts_weapon_stay 2
190 set g_ft_respawn_delay_small 0
191 set g_ft_respawn_delay_small_count 0
192 set g_ft_respawn_delay_large 0
193 set g_ft_respawn_delay_large_count 0
194 set g_ft_respawn_delay_max 0
195 set g_ft_respawn_waves 0
196 set g_ft_weapon_stay 0
197 set g_inv_respawn_delay_small 0
198 set g_inv_respawn_delay_small_count 0
199 set g_inv_respawn_delay_large 0
200 set g_inv_respawn_delay_large_count 0
201 set g_inv_respawn_delay_max 0
202 set g_inv_respawn_waves 0
203 set g_inv_weapon_stay 0
204 set g_duel_respawn_delay_small 0
205 set g_duel_respawn_delay_small_count 0
206 set g_duel_respawn_delay_large 0
207 set g_duel_respawn_delay_large_count 0
208 set g_duel_respawn_delay_max 0
209 set g_duel_respawn_waves 0
210 set g_duel_weapon_stay 0
216 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"
222 set g_ca 0 "Clan Arena: Played in rounds, once you're dead you're out! The team with survivors wins the round"
223 set 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)"
224 set 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)"
225 set g_ca_spectate_enemies 0 "allow eliminated players to spectate enemy players during Clan Arena games. -1 blocks freeroam camera. Changes to this cvar take effect from the next round"
226 set g_ca_warmup 10 "time players get to run around before the round starts"
227 set g_ca_damage2score 100 "every this amount of damage done give players 1 point"
228 set g_ca_round_timelimit 180 "round time limit in seconds"
229 set g_ca_teams_override 0
230 set g_ca_team_spawns 0 "when 1, players spawn from the team spawnpoints of the map, if any"
232 set g_ca_prevent_stalemate 0 "when round time ends instead of instant stalemate give round win to the team with most survivors or with the most total health"
233 set g_ca_weaponarena "most" "starting weapons - takes the same options as g_weaponarena"
236 // ==================
238 // ==================
239 set g_ctf 0 "Capture The Flag: take the enemy flag and bring it to yours at your base to score"
240 set g_ctf_oneflag 0 "Allow oneflag CTF mode on maps that support it"
241 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"
242 set g_ctf_leaderboard 0 "show top capture times in the scoreboard"
243 set g_ctf_flag_return 1 "auto return the flag to base when touched by a teammate"
244 set g_ctf_flag_return_carrying 0 "(manual return mode) auto return the flag to base if touched by a flag carrier"
245 set g_ctf_flag_return_carried_radius 100 "allow flags to be returned by carrier if base is within this radius"
246 set g_ctf_flag_return_time 30 "automatically return the flag to base after this amount of time"
247 set g_ctf_flag_return_dropped 100 "automatically return the flag to base if dropped within this distance from base (in qu)"
248 set g_ctf_flag_return_damage 0 "allow the flag to be damaged, reducing time needed to automatically return to base"
249 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"
250 set g_ctf_flag_return_when_unreachable 1 "automatically return the flag if it falls into lava/slime/trigger hurt"
251 set g_ctf_flag_waypoint 1 "show a waypoint at the flag for easy discovery and directions"
252 set g_ctf_flag_waypoint_maxdistance 0 "maximum distance from a flag from which their waypoint is shown, a value of 0 means no limit"
253 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"
254 set g_ctf_flagcarrier_auto_helpme_time 2 "antispam time for the helpme notification"
255 set g_ctf_flagcarrier_selfdamagefactor 1
256 set g_ctf_flagcarrier_selfforcefactor 1
257 set g_ctf_flagcarrier_damagefactor 1
258 set g_ctf_flagcarrier_forcefactor 1
259 set g_ctf_stalemate 1 "show the enemy flagcarrier location after both teams have held the flags a certain amount of time"
260 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"
261 set g_ctf_stalemate_time 60 "time for each flag until stalemate mode is activated"
262 set g_ctf_flagcarrier_waypointforenemy_spotting 1 "show the enemy flagcarrier location if a team mate presses +use to spot them"
263 set g_ctf_dropped_capture_delay 1 "autocapture delay when flag is thrown onto the base - counted from when the flag lands on the ground"
264 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"
265 set g_ctf_flag_damageforcescale 2
266 set g_ctf_portalteleport 0 "allow flag carriers to go through portals made in portal gun without dropping the flag"
267 set g_ctf_reverse 0 "if enabled, you score by bringing your own flag to an enemy's flag in their base"
268 set g_ctf_flag_collect_delay 1
269 set g_ctf_flag_health 0
270 set g_ctf_flag_dropped_waypoint 2 "show dropped flag waypointsprite when a flag is lost. 1 = team only, 2 = for all players"
271 set g_ctf_flag_dropped_floatinwater 200 "move upwards while in water at this velocity"
272 set g_ctf_throw 1 "throwing allows circumventing carrierkill score, so enable this with care!"
273 set g_ctf_throw_angle_max 90 "maximum upwards angle you can throw the flag"
274 set g_ctf_throw_angle_min -90 "minimum downwards angle you can throw the flag"
275 set g_ctf_throw_punish_count 3
276 set g_ctf_throw_punish_delay 30
277 set g_ctf_throw_punish_time 10
278 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"
279 set g_ctf_throw_velocity_forward 500 "how fast or far a player can throw the flag"
280 set g_ctf_throw_velocity_up 200 "upwards velocity added upon initial throw"
281 set g_ctf_drop_velocity_up 200 "upwards velocity when a flag is dropped (i.e. when a flag carrier dies)"
282 set g_ctf_drop_velocity_side 100 "randomized sideways velocity when a flag is dropped"
283 set g_ctf_pass 1 "allow passing of flags to nearby team mates"
284 set g_ctf_pass_arc 20 "upwards arcing of the flag path to look more like a throw"
285 set g_ctf_pass_arc_max 200 "maximum height for upwards arcing of the flag path to look more like a throw"
286 set g_ctf_pass_directional_max 200 "maximum radius from crosshair for line of sight selection when passing"
287 set g_ctf_pass_directional_min 50 "minimum radius from crosshair for line of sight selection when passing"
288 set g_ctf_pass_radius 500 "maximum radius that you can pass to a team mate in"
289 set g_ctf_pass_wait 2 "delay in seconds between how often players can pass the flag (antispam, essentially)"
290 set g_ctf_pass_request 1 "allow players to request the flag carrier to pass the flag to them"
291 set g_ctf_pass_turnrate 50 "how well the flag follows the best direction to its target while passing"
292 set g_ctf_pass_timelimit 2 "how long a flag can stay trying to pass before it gives up and just becomes dropped"
293 set g_ctf_pass_velocity 750 "how fast or far a player can pass the flag"
294 set g_ctf_allow_vehicle_touch 0 "allow flags to be picked up/captured/returned without even leaving the vehicle"
295 set g_ctf_allow_vehicle_carry 1 "allow players to hold flags inside a vehicle"
296 set g_ctf_allow_monster_touch 0 "allow flags to be returned by monsters"
297 set g_ctf_score_ignore_fields 0 "force regular score settings to override per entity specified scores"
299 set g_ctf_shield_max_ratio 0 "shield at most this percentage of a team from the enemy flag (try: 0.4 for 40%)"
300 set g_ctf_shield_min_negscore 20 "shield the player from the flag if he's got this negative amount of points or less"
301 set g_ctf_shield_force 100 "push force of the shield"
303 set g_ctf_flag_red_model "models/ctf/flags.md3"
304 set g_ctf_flag_red_skin 0
305 set g_ctf_flag_blue_model "models/ctf/flags.md3"
306 set g_ctf_flag_blue_skin 1
307 set g_ctf_flag_yellow_model "models/ctf/flags.md3"
308 set g_ctf_flag_yellow_skin 2
309 set g_ctf_flag_pink_model "models/ctf/flags.md3"
310 set g_ctf_flag_pink_skin 3
311 set g_ctf_flag_neutral_model "models/ctf/flags.md3"
312 set g_ctf_flag_neutral_skin 4
313 set g_ctf_flag_glowtrails 1
314 set g_ctf_fullbrightflags 0
315 set g_ctf_dynamiclights 0 "flags (not flag carriers) cast light of their team's colour"
317 set g_ctf_ignore_frags 0 "1: regular frags give no points"
318 exec ctfscoring-samual.cfg
321 // ====================
322 // complete the stage
323 // ====================
324 set g_cts 0 "CTS: complete the stage"
325 set g_cts_selfdamage 1 "0 = disable all selfdamage and falldamage in cts"
326 set g_cts_finish_kill_delay 2 "kill player this many seconds after stage completion to prevent cheating by starting out with more speed than otherwise possible; set it to 0 to not kill or to -1 to kill instantly"
327 set g_cts_send_rankings_cnt 15 "send this number of map records to clients"
328 set g_cts_removeprojectiles 0 "remove projectiles when the player dies, to prevent using weapons earlier in the stage than intended"
329 set g_cts_drop_monster_items 0 "allow killed monsters to drop their items"
332 // ==========================
333 // deathmatch (ffa or team)
334 // ==========================
335 set g_dm 1 "Deathmatch: killing any other player is one frag, player with most frags wins"
336 set g_tdm 0 "Team Deathmatch: the team who kills their opponents most often wins"
337 set g_tdm_on_dm_maps 0 "when this is set, all DM maps automatically support TDM"
338 set g_tdm_teams 2 "how many teams are in team deathmatch (set by mapinfo)"
339 set g_tdm_team_spawns 0 "when 1, players spawn from the team spawnpoints of the map, if any"
340 set g_tdm_teams_override 0 "how many teams are in team deathmatch"
341 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)"
342 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)"
348 set g_domination 0 "Domination: capture and hold control points to gain points"
349 set g_domination_default_teams 2 "default number of teams for maps that aren't domination-specific"
350 set g_domination_teams_override 0 "use a specific number of teams in domination games (minimum 2), disables dom_team entities"
351 set g_domination_disable_frags 0 "players can't get frags normally, only get points from kills"
352 set g_domination_point_amt 0 "override: how many points to get per ping"
353 set g_domination_point_fullbright 0 "domination point fullbright"
354 set g_domination_point_rate 0 "override: how often to give those points"
355 //set g_domination_point_capturetime 0.1 "how long it takes to capture a point (given no interference)"
356 set g_domination_point_glow 0 "domination point glow (warning, slow)"
357 set g_domination_roundbased 0 "enable round-based domination (capture all control points to win the round)"
358 set g_domination_roundbased_point_limit 5 "capture limit in round-based domination mode"
359 set g_domination_round_timelimit 120 "round time limit in seconds"
360 set g_domination_warmup 5 "time players have to wait before the round starts"
361 //set g_domination_balance_team_points 1 "# of points received is based on team sizes"
367 set g_freezetag 0 "Freeze Tag: Freeze the opposing team(s) to win, unfreeze teammates by standing next to them"
368 set g_freezetag_warmup 10 "time players get to run around before the round starts"
369 set 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)"
370 set 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)"
371 set g_freezetag_revive_speed 0.4 "Speed for reviving a frozen teammate if g_freezetag_revive_time_to_score is off"
372 set g_freezetag_revive_speed_t2s 0.25 "Speed for reviving a frozen teammate if g_freezetag_revive_time_to_score is active"
373 set g_freezetag_revive_clearspeed 1.6 "Speed at which reviving progress gets lost when out of range (if g_freezetag_revive_time_to_score is active reviving progress is not cleared)"
374 set g_freezetag_revive_extra_size 100 "Distance in qu that you can stand from a frozen teammate to keep reviving him"
375 set g_freezetag_revive_nade 1 "Enable reviving from own nade explosion"
376 set g_freezetag_revive_nade_health 40 "Amount of health player has if they revived from their own nade explosion"
377 set g_freezetag_revive_time_to_score 1.5 "every this amount of seconds give players reviving a frozen teammate 1 point"
378 set g_freezetag_round_timelimit 360 "round time limit in seconds"
379 set g_freezetag_revive_auto 1 "automatically revive frozen players after some time (g_freezetag_frozen_maxtime)"
380 set g_freezetag_revive_auto_progress 1 "start the automatic reviving progress as soon as the player gets frozen"
381 set g_freezetag_revive_auto_reducible 1 "reduce auto-revival time when frozen players are hit by enemies; set to -1 to reduce it even when they are hit by teammates"
382 set g_freezetag_revive_auto_reducible_forcefactor 0.01 "hit force to time reduction conversion factor"
383 set g_freezetag_revive_auto_reducible_maxforce 400 "max force considered at once"
384 set g_freezetag_revive_spawnshield 1 "apply spawnshield for this time in seconds after the player has been revived"
385 set g_freezetag_frozen_maxtime 60 "frozen players will be automatically unfrozen after this time in seconds"
386 set g_freezetag_teams_override 0
387 set g_freezetag_team_spawns 0 "when 1, players spawn from the team spawnpoints of the map, if any"
388 set g_freezetag_teams 0
389 set g_freezetag_weaponarena "most_available" "starting weapons - takes the same options as g_weaponarena"
395 set g_keepaway 0 "game mode which focuses around a ball"
396 set g_keepaway_score_bckill 1 "points for killing the ball barrier (Ball Carrier Kill)"
397 set g_keepaway_score_killac 1 "points for kills while holding the ball (Kill As Carrier)"
398 set g_keepaway_score_timeinterval 1 "amount of time it takes between intervals for timepoints to be added to the score"
399 set g_keepaway_score_timepoints 0 "points to add to score per timeinterval, 0 for no points"
400 set g_keepaway_ballcarrier_effects 8 "Add together the numbers you want: EF_ADDITIVE (32) / EF_NODEPTHTEST (8192) / EF_DIMLIGHT (8)"
401 set g_keepaway_ballcarrier_highspeed 1 "speed multiplier done to the person holding the ball (recommended when used with some mutators)"
402 set g_keepaway_ballcarrier_damage 1 "damage multiplier while holding the ball"
403 set g_keepaway_ballcarrier_force 1 "force multiplier while holding the ball"
404 set g_keepaway_ballcarrier_selfdamage 1 "self damage multiplier while holding the ball"
405 set g_keepaway_ballcarrier_selfforce 1 "self force multiplier while holding the ball"
406 set g_keepaway_noncarrier_warn 1 "warn players when they kill without holding the ball"
407 set g_keepaway_noncarrier_damage 1 "damage done to other players if both you and they don't have the ball"
408 set g_keepaway_noncarrier_force 1 "force done to other players if both you and they don't have the ball"
409 set g_keepaway_noncarrier_selfdamage 1 "self damage if you don't have the ball"
410 set g_keepaway_noncarrier_selfforce 1 "self force if you don't have the ball"
411 set g_keepawayball_effects 0 "Add together the numbers you want: EF_ADDITIVE (32) / EF_NODEPTHTEST (8192) / EF_DIMLIGHT (8)"
412 set g_keepawayball_trail_color 254 "particle trail color from player/ball"
413 set g_keepawayball_damageforcescale 3 "Scale of force which is applied to the ball by weapons/explosions/etc"
414 set g_keepawayball_respawntime 10 "if no one picks up the ball, how long to wait until the ball respawns"
420 set g_keyhunt 0 "Key Hunt: collect all keys from the enemies and bring them together to score"
421 set g_balance_keyhunt_return_when_unreachable 1 "automatically destroy a key if it falls into lava/slime/trigger hurt"
422 set g_balance_keyhunt_delay_damage_return 5 "time a key takes to automatically destroy itself if it falls into lava/slime/trigger hurt"
423 set g_balance_keyhunt_delay_return 60 "time a key takes to destroy itself if dropped"
424 set g_balance_keyhunt_delay_round 5
425 set g_balance_keyhunt_delay_tracking 10
426 set g_balance_keyhunt_delay_fadeout 2
427 set g_balance_keyhunt_delay_collect 1.5
428 set g_balance_keyhunt_maxdist 150
429 set g_balance_keyhunt_score_collect 3
430 set g_balance_keyhunt_score_carrierfrag 2
431 set g_balance_keyhunt_score_capture 100
432 set g_balance_keyhunt_score_push 60
433 set g_balance_keyhunt_score_destroyed 50
434 set g_balance_keyhunt_score_destroyed_ownfactor 1
435 set g_balance_keyhunt_dropvelocity 300
436 set g_balance_keyhunt_throwvelocity 400
437 set g_balance_keyhunt_protecttime 0.8
438 set g_balance_keyhunt_damageforcescale 1
439 set g_keyhunt_teams_override 0
440 set g_keyhunt_teams 0
441 set g_keyhunt_team_spawns 0 "when 1, players spawn from the team spawnpoints of the map, if any"
444 // ===================
446 // ===================
447 set g_lms 0 "Last Man Standing: everyone starts with a certain amount of lives, and the survivor wins"
448 set g_lms_lives_override -1
449 set g_lms_extra_lives 0
450 set g_lms_regenerate 0 "health and/or armor regeneration, according to g_balance_health_regen and g_balance_armor_regen"
451 set g_lms_rot 0 "health and/or armor rotting, according to g_balance_health_rot and g_balance_armor_rot"
452 set g_lms_last_join 3 "if g_lms_join_anytime is 0, new players can only join if the worst active player has (fraglimit - g_lms_last_join) or more lives; in other words, new players can no longer join once the worst player loses more than g_lms_last_join lives"
453 set g_lms_join_anytime 1 "1: new players can join, but get same amount of lives as the worst player; 0: new players can only join if the worst active player has (fraglimit - g_lms_last_join) or more lives"
454 set g_lms_items 0 "enables items to spawn, weaponarena still disables weapons and ammo (to force all items to spawn, use g_pickup_items 1 instead)"
455 set g_lms_weaponarena "most_available" "starting weapons - takes the same options as g_weaponarena"
456 set g_lms_leader_lives_diff 2 "players leading by at least this number of lives are considered leaders and are more visible"
457 set g_lms_leader_minpercent 0.5 "leading players are not considered leaders only if they are more than this percentage of total players"
458 set g_lms_leader_wp_time 5 "show waypoints for leaders only for this amount of time"
459 set g_lms_leader_wp_interval 25 "periodically show again waypoints for leaders after this amount of time"
460 set g_lms_leader_wp_interval_jitter 10 "jitter waypoint interval by this amount of time"
461 set g_lms_dynamic_respawn_delay 1 "increase player respawn delay based on the number of lives less than the leader (NOTE: delay doesn't increase when only 2 players are left alive)"
462 set g_lms_dynamic_respawn_delay_base 2 "base player respawn delay"
463 set g_lms_dynamic_respawn_delay_increase 3 "increase base player respawn delay by this amount of time for each life less than the leader"
464 set g_lms_dynamic_respawn_delay_max 20 "max player respawn delay"
465 set g_lms_dynamic_vampire 1 "attackers receive a fraction of health removed from enemies based on the number of lives less than the enemy"
466 set g_lms_dynamic_vampire_factor_base 0.1 "base vampire factor"
467 set g_lms_dynamic_vampire_factor_increase 0.1 "increase vampire factor by this fraction for each life less than the enemy"
468 set g_lms_dynamic_vampire_factor_max 0.5 "max vampire factor"
469 set g_lms_dynamic_vampire_min_lives_diff 2 "number of lives the attacker must have less than the enemy to receive the base fraction of health"
470 set g_lms_forfeit_min_match_time 30 "end the match early if at least this many seconds have elapsed and less than 2 players are playing due to forfeits"
476 set g_nexball 0 "Nexball: Basketball and Soccer go Xonotic"
477 set g_nexball_basketball_effects_default 8 "default: dim light. The original version used 1024 (fire) but it gives bad performance"
478 set g_balance_nexball_primary_speed 1000 "launching speed"
479 set g_balance_nexball_primary_refire 0.7 "launching refire"
480 set g_balance_nexball_primary_animtime 0.3 "launching animtime"
481 set g_balance_nexball_secondary_animtime 0.3 "launching animtime"
482 set g_balance_nexball_secondary_speed 3000 "stealing projectile speed"
483 set g_balance_nexball_secondary_lifetime 0.15 "stealing projectile lifetime"
484 set g_balance_nexball_secondary_force 500 "stealing projectile force"
485 set g_balance_nexball_secondary_refire 0.6 "stealing projectile refire"
486 set g_balance_nexball_secondary_animtime 0.3 "stealing projectile animtime"
487 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"
488 set g_nexball_basketball_jumppad 1 "whether basketballs should be pushable by jumppads"
489 set g_nexball_basketball_bouncefactor 0.6 "velocity loss when the ball bounces"
490 set g_nexball_basketball_bouncestop 0.075 "speed at which the ball stops when it hits the ground (multiplied by sv_gravity)"
491 set g_nexball_football_jumppad 1 "whether footballs should be pushable by jumppads"
492 set g_nexball_football_bouncefactor 0.6 "velocity loss when the ball bounces"
493 set g_nexball_football_bouncestop 0.075 "speed at which the ball stops when it hits the ground (multiplied by sv_gravity)"
494 set g_nexball_football_boost_forward 100 "forward velocity boost when the ball is touched"
495 set g_nexball_football_boost_up 200 "vertical velocity boost when the ball is touched"
496 set g_nexball_basketball_delay_hold 20 "time before a player who caught the ball loses it (anti-ballcamp)"
497 set g_nexball_basketball_delay_hold_forteam 60 "time before a ball reset when a team holds the ball for too long"
498 set g_nexball_basketball_teamsteal 1 "1 to allow players to steal from teammates, 0 to disallow"
499 set g_nexball_basketball_carrier_highspeed 0.8 "speed multiplier for the ballcarrier"
500 set g_nexball_meter_period 1 "time to make a full cycle on the power meter"
501 set g_nexball_basketball_meter 1 "use the power meter for basketball"
502 set g_nexball_basketball_meter_minpower 0.5 "minimal multiplier to the launching speed when using the power meter"
503 set g_nexball_basketball_meter_maxpower 1.2 "maximal multiplier to the launching speed when using the power meter"
504 set g_nexball_delay_goal 3 "delay between a goal and a ball reset"
505 set g_nexball_delay_idle 10 "maximal idle time before a reset"
506 set g_nexball_delay_start 3 "time the ball stands on its spawn before being released"
507 set g_nexball_delay_collect 0.5 "time before the same player can catch the ball he launched"
508 set g_nexball_sound_bounce 1 "bouncing sound (0: off)"
509 set g_nexball_basketball_trail 1 "1 to leave a trail"
510 set g_nexball_football_trail 0 "1 to leave a trail"
511 set g_nexball_trail_color 254 "1-256 for different colors (Quake palette, 254 is white)"
512 set g_nexball_playerclip_collisions 1 "make the ball bounce off clips"
513 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"
514 set g_nexball_safepass_maxdist 5000 "Max distance to allow save fassping (0 to turn off safe passing)"
515 set g_nexball_safepass_turnrate 0.1 "How fast the safe-pass ball can habge direction"
516 set g_nexball_safepass_holdtime 0.75 "How long to remeber last teammate you pointed at"
517 set g_nexball_viewmodel_scale 0.25 "How large the ball for the carrier"
518 set g_nexball_viewmodel_offset "8 8 0" "Where the ball is located on carrier forward right up"
519 set g_nexball_tackling 1 "Allow ball theft?"
525 set g_onslaught 0 "Onslaught: take control points towards the enemy generator and then destroy it"
526 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)"
527 set g_onslaught_warmup 5 "time players have to wait before the round starts"
528 set g_onslaught_round_timelimit 500 "round time limit in seconds"
529 set g_onslaught_teleport_radius 200 "Allows teleporting from a control point to another"
530 set g_onslaught_teleport_wait 5 "Time before player can teleport again"
531 set g_onslaught_spawn_choose 1 "Allow players to choose the control point to be spawned at"
532 set g_onslaught_click_radius 500 "When choosing from the map, this level of precision is required"
534 set g_onslaught_gen_health 2500
535 set g_onslaught_allow_vehicle_touch 0
536 set g_onslaught_cp_health 1000
537 set g_onslaught_cp_buildhealth 100
538 set g_onslaught_cp_buildtime 5
539 set g_onslaught_cp_regen 20
540 set g_onslaught_cp_proxydecap 0 "de-capture controlpoints by standing close to them"
541 set g_onslaught_cp_proxydecap_distance 512
542 set g_onslaught_cp_proxydecap_dps 100
543 set g_onslaught_shield_force 100
544 set g_onslaught_spawn_at_controlpoints 0
545 set g_onslaught_spawn_at_controlpoints_chance 0.5
546 set g_onslaught_spawn_at_controlpoints_random 0
547 set g_onslaught_spawn_at_generator 0
548 set g_onslaught_spawn_at_generator_chance 0
549 set g_onslaught_spawn_at_generator_random 0
555 set g_race 0 "Race: be faster than your opponents"
556 set g_race_qualifying_timelimit 0
557 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)"
558 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)"
563 set g_invasion 0 "Invasion: survive against waves of monsters"
564 set g_invasion_round_timelimit 120 "maximum time to kill all monsters"
565 set g_invasion_warmup 10 "time between waves to prepare for battle"
566 set g_invasion_monster_count 10 "number of monsters on first wave (increments)"
567 set g_invasion_zombies_only 0 "only spawn zombies"
568 set g_invasion_spawn_delay 0.25
569 set g_invasion_spawnpoint_spawn_delay 0.5
570 set g_invasion_type 0 "type of invasion mode - 0: round-based, 1: hunting, 2: complete the stage (note: use mapinfo to set this)"
575 set g_duel 0 "Duel: frag the opponent more in a one versus one arena battle"
576 //set g_duel_warmup 180 "Have a short warmup period before beginning the actual duel"
577 set g_duel_with_powerups 0 "Enable powerups to spawn in the duel gamemode"
578 set g_duel_not_dm_maps 0 "when this is set, DM maps will NOT be listed in duel"