]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - defaultXPM.cfg
Merge remote-tracking branch 'origin/master' into samual/spawn_weapons
[xonotic/xonotic-data.pk3dir.git] / defaultXPM.cfg
index 37aee96d07a9f96acdff42e9cccfae4441f29119..38d74c7c990f1dd7ed047c427b108e4e7f83944c 100644 (file)
@@ -1,22 +1,31 @@
+// Xonotic ProMode
 exec defaultXonotic.cfg
-exec physicsXPM.cfg
 
-set g_start_weapon_laser 0
-set g_balance_weaponswitchdelay 0
+//==============
+// pure changes
+//==============
 
-set g_shootfromcenter 1
+// players
+sv_fbskin_green // visible playermodel forced on everyone
+set teamplay_mode 2 // friendly fire and self damage
 
-set g_forced_respawn 1
+//================
+// impure changes
+//================
 
-set g_mirrordamage 0
-set g_friendlyfire 1
+// players
+g_jump_grunt 1 // make enemies even easier to hear when they're jumping around
 
-set timelimit_overtimes 1
+// physics
+exec physicsXPM.cfg // XPM physics. Similar to vanilla Xonotic physics, with a different way to accelerate: through strafejumping
 
-set sv_fragmessage_information_stats 0
+// balance
+set g_balance_weaponswitchdelay 0 // no switch animation, this is standard in "pro modes" ;)
+set g_shootfromcenter 1 // hit where you point at with the crosshair (almost so, no shooteye because it's really ugly)
 
-// force a visible playermodel!
-set sv_defaultcharacter 1
-set sv_defaultplayermodel "models/player/nyx.iqm"
-set sv_defaultplayercolors 60
-set g_fullbrightplayers 1
+// match rules
+set timelimit_overtimes 1 // overtimes on, draw matches are less interesting! :)
+set g_forced_respawn 1 // no delaying/cheating a match by not spawning
+
+// info
+set sv_fraginfo_stats 0 // don't reveal how much health/armor the attacker had