alias cl_hook_gamestart_cts
alias cl_hook_gamestart_ka
alias cl_hook_gamestart_ft
+alias cl_hook_gamestart_td
+alias cl_hook_gamestart_rts
alias cl_hook_gameend
alias cl_hook_activeweapon
alias sv_hook_gamestart_cts
alias sv_hook_gamestart_ka
alias sv_hook_gamestart_ft
+alias sv_hook_gamestart_td
+alias sv_hook_gamestart_rts
alias sv_hook_gamerestart
alias sv_hook_gameend
set g_ft_respawn_waves 0
set g_ft_respawn_delay 0
set g_ft_weapon_stay 0
+set g_td_respawn_waves 0
+set g_td_respawn_delay 0
+set g_td_weapon_stay 0
+set g_rts_respawn_waves 0
+set g_rts_respawn_delay 0
+set g_rts_weapon_stay 0
// =======
set g_ctf_flag_return_dropped 100
set g_ctf_flag_return_damage 0
set g_ctf_flag_return_when_unreachable 1 "automatically return the flag if it falls into lava/slime/trigger hurt"
-set g_ctf_flagcarrier_auto_helpme_when_damaged 100
+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"
+set g_ctf_flagcarrier_auto_helpme_time 2 "antispam time for the helpme notification"
set g_ctf_flagcarrier_selfdamagefactor 1
set g_ctf_flagcarrier_selfforcefactor 1
set g_ctf_flagcarrier_damagefactor 1
set g_ctf_flagcarrier_forcefactor 1
-set g_ctf_flagcarrier_waypointforenemy_stalemate 60 "show the enemy flagcarrier location after both teams have held the flags for this amount of time"
+set g_ctf_stalemate 1 "show the enemy flagcarrier location after both teams have held the flags a certain amount of time"
+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"
+set g_ctf_stalemate_time 60 "time for each flag until stalemate mode is activated"
set g_ctf_flagcarrier_waypointforenemy_spotting 1 "show the enemy flagcarrier location if a team mate presses +use to spot them"
+set g_ctf_dropped_capture_delay 1 "dropped capture delay"
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"
set g_ctf_flag_damageforcescale 2
set g_ctf_portalteleport 0 "allow flag carriers to go through portals made in portal gun without dropping the flag"
-set g_ctf_reverse 0 "if enabled, flags positions are switched: you have to capture the enemy's flag from your own base by bringing it to your own flag in the enemy base"
+set g_ctf_reverse 0 "if enabled, flags positions are switched: you have to capture the enemy's flag from your own base by bringing it to your own flag in the enemy base"
set g_ctf_flag_collect_delay 1
set g_ctf_flag_health 0
set g_ctf_flag_dropped_waypoint 2 "show dropped flag waypointsprite when a flag is lost. 1 = team only, 2 = for all players"
set g_ctf_flag_dropped_floatinwater 200 "move upwards while in water at this velocity"
-set g_ctf_flag_pickup_verbosename 0 "show the name of the person who picked up the flag too"
set g_ctf_throw 1 "throwing allows circumventing carrierkill score, so enable this with care!"
+set g_ctf_throw_angle_max 90 "maximum upwards angle you can throw the flag"
+set g_ctf_throw_angle_min -90 "minimum downwards angle you can throw the flag"
+set g_ctf_throw_punish_count 2
+set g_ctf_throw_punish_delay 30
+set g_ctf_throw_punish_time 5
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"
set g_ctf_throw_velocity_forward 500 "how fast or far a player can throw the flag"
set g_ctf_throw_velocity_up 200 "upwards velocity added upon initial throw"
-set g_ctf_throw_angle_max 90 "maximum upwards angle you can throw the flag"
-set g_ctf_throw_angle_min -90 "minimum downwards angle you can throw the flag"
set g_ctf_drop_velocity_up 200 "upwards velocity when a flag is dropped (i.e. when a flag carrier dies)"
set g_ctf_drop_velocity_side 100 "randomized sideways velocity when a flag is dropped"
set g_ctf_pass 1 "allow passing of flags to nearby team mates"
+set g_ctf_pass_arc 20 "upwards arcing of the flag path to look more like a throw"
+set g_ctf_pass_arc_max 200 "maximum height for upwards arcing of the flag path to look more like a throw"
+set g_ctf_pass_directional_max 200 "maximum radius from crosshair for line of sight selection when passing"
+set g_ctf_pass_directional_min 50 "minimum radius from crosshair for line of sight selection when passing"
set g_ctf_pass_radius 500 "maximum radius that you can pass to a team mate in"
set g_ctf_pass_wait 2 "delay in seconds between how often players can pass the flag (antispam, essentially)"
set g_ctf_pass_request 1 "allow players to request the flag carrier to pass the flag to them"
set g_lms_lives_override -1
set g_lms_regenerate 0
set g_lms_campcheck_interval 10
-set g_lms_campcheck_message "^1Don't camp!"
set g_lms_campcheck_damage 100
set g_lms_campcheck_distance 1800
set g_lms_last_join 3 "if g_lms_join_anytime is false, new players can only join if the worst active player has more than (fraglimit - g_lms_last_join) lives"
set g_onslaught_cp_buildhealth 100
set g_onslaught_cp_buildtime 5
set g_onslaught_cp_regen 20
+set g_onslaught_cp_proxydecap 0 "de-capture controlpoints by standing close to them"
+set g_onslaught_cp_proxydecap_distance 512
+set g_onslaught_cp_proxydecap_dps 100
+set g_onslaught_spawn_at_controlpoints 0
+set g_onslaught_spawn_at_generator 0
// ======
set g_balance_curse_slow_highspeed 0.6
set g_balance_rune_speed_combo_highspeed 0.9
+// ===============
+// tower defense
+// ===============
+set g_td 0 "Tower Defense: protect the generator/s from waves of monsters"
+set g_td_force_settings 0 "if enabled, don't use map settings (monster count, start wave etc.)"
+set g_td_start_wave 1
+set g_td_generator_health 700
+set g_td_generator_damaged_points 20 "player loses this many points if the generator was damaged during the wave"
+set g_td_current_monsters 10 "maximum monsters that can be spawned simultaneously"
+set g_td_monster_count 10
+set g_td_monster_count_increment 5
+set g_td_buildphase_time 20
+set g_td_generator_dontend 0 "don't change maps when a generator is destroyed (only if there is more than 1 generator)"
+set g_td_pvp 0
+set g_td_monsters_skill_start 1 "set to 0 to use g_monsters_skill instead"
+set g_td_monsters_skill_increment 0.1
+set g_td_monsters_spawnshield_time 2
+set g_td_monsters_ignore_turrets 0
+set g_td_max_waves 8
+set g_td_kill_points 5
+set g_td_turretkill_points 3
+set g_td_turret_max 4
+set g_td_turret_plasma_cost 50
+set g_td_turret_mlrs_cost 80
+set g_td_turret_walker_cost 100
+set g_td_tower_buff_cost 70
+set g_td_barricade_damage 10
+set g_td_barricade_cost 20
+set g_td_turret_flac_cost 40
+set g_td_turret_upgrade_cost 100
+set g_td_turret_repair_cost 20
+set g_td_monsters_speed_walk 75
+set g_td_monsters_speed_run 110
+set g_td_monsters_spawn_delay 3
+
+// ====================
+// real-time strategy
+// ====================
+set g_rts 0 "Real-Time Strategy: defend your generator & turrets by controlling monsters"