alias hud "qc_cmd_cl hud ${* ?}" // Commands regarding/controlling the HUD system
alias localprint "qc_cmd_cl localprint ${* ?}" // Create your own centerprint sent to yourself
//alias mv_download "qc_cmd_cl mv_download ${* ?}" // Retrieve mapshot picture from the server
- alias sendcvar "qc_cmd_cl sendcvar ${* ?}" // Send a cvar to the server (like weaponpriority)
+ alias sendcvar "qc_cmd_cl sendcvar ${* ?}" // Send a cvar to the server (like cl_weaponpriority)
alias weapon_find "qc_cmd_cl weapon_find ${* ?}" // Show spawn locations of a weapon
alias exit "quit"
alias scoreboard_columns_help "qc_cmd_cl hud scoreboard_columns_help"
alias scoreboard_columns_set "qc_cmd_cl hud scoreboard_columns_set ${* ?}"
- // changes a cvar and reports it to the server (for the client to notify the server about changes)
- alias setreport "set \"$1\" \"$2\" ; sendcvar \"$1\""
-
// ========================================================
// cmd (client-to-server command) - server/command/cmd.qc
// other aliases for server commands
alias endmatch "timelimit -1"
+alias bots "minplayers 4; minplayers_per_team 2"
+alias nobots "minplayers 0; minplayers_per_team 0"
alias savedb "sv_cmd database save \"${1 ?}\""
alias dumpdb "sv_cmd database dump \"${1 ?}\""
// =================================
set sv_vote_call 1 "Allow users to call a vote for the commands in sv_vote_commands"
set sv_vote_change 1 "Allow voters to change their mind after already voting"
-set sv_vote_commands "restart fraglimit chmap gotomap nextmap endmatch reducematchtime extendmatchtime allready kick cointoss movetoauto shuffleteams" "these commands can be voted"
+set sv_vote_commands "restart fraglimit chmap gotomap nextmap endmatch reducematchtime extendmatchtime allready kick cointoss movetoauto shuffleteams bots nobots" "these commands can be voted"
set sv_vote_only_commands ""
set sv_vote_limit 160 "Maximum allowed length of a vote command"
-set sv_vote_master_commands "movetored movetoblue movetoyellow movetopink movetospec " "Extra commands which vote masters can execute by themselves, along with the normal sv_vote_commands." // maybe add kickban here (but then sv_vote_master 0)
+set sv_vote_master_commands "movetored movetoblue movetoyellow movetopink movetospec" "Extra commands which vote masters can execute by themselves, along with the normal sv_vote_commands." // maybe add kickban here (but then sv_vote_master 0)
set sv_vote_master 0 "Allows the use of the vote master system"
set sv_vote_master_callable 0 "When set, users can use \"vmaster\" to call a vote to become master of voting commands"
set sv_vote_master_password "" "when set, users can use \"vlogin PASSWORD\" to log in as master"
// rcon server commands
// ======================
rcon_secure 1
-set rcon_restricted_commands "restart fraglimit chmap gotomap endmatch reducematchtime extendmatchtime allready kick kickban \"sv_cmd bans\" \"sv_cmd unban *\" status \"sv_cmd teamstatus\" movetoauto movetored movetoblue movetoyellow movetopink movetospec"
+set rcon_restricted_commands "restart fraglimit chmap gotomap nextmap endmatch reducematchtime extendmatchtime allready kick cointoss movetoauto shuffleteams bots nobots movetored movetoblue movetoyellow movetopink movetospec kickban \"sv_cmd bans\" \"sv_cmd unban *\" status \"sv_cmd teamstatus\""
set g_warmup_allguns 1 "provide more weapons on start while in warmup: 0 = normal start weapons, 1 = all guns available on the map, 2 = all normal weapons"
set g_warmup_majority_factor 0.8 "minimum percentage of players ready needed for warmup to end"
+ alias sv_hook_warmupend
+
set g_chat_nospectators 0 "if 0 spec/observer chat is always visible to the player, if 1 it is never visible to players, if 2 it is only visible to players during warmup stage"
set sv_vote_nospectators 0 "only players can call a vote (thus spectators and observers can't call a vote): 0 = all people can vote, 1 = spectators can vote in warmup stage, 2 = only players can vote (no exceptions)."
set bot_nofire 0 "When set, bots never fire. Mainly for testing in g_waypointeditor mode"
set bot_prefix [BOT] "Prefix in front of the bot names"
set bot_suffix "" "Suffix behind the bot names"
+set skill 8
set skill_auto 0 "when 1, \"skill\" gets adjusted to match the best player on the map"
set bot_debug_tracewalk 0 "Enable visual indicators for short-term navigation. Green: Goal Reached / Yellow: Obstacle found / Red: Unsolvable obstacle found"
set bot_debug_goalstack 0 "Visualize the current path that each bot is following. Use with as few bots as possible."
set g_pickup_respawntime_scaling_reciprocal 0 "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `reciprocal` (with `offset` and `linear` set to 0) can be used to achieve a constant number of items spawned *per player*"
set g_pickup_respawntime_scaling_offset 0 "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `offset` offsets the curve left or right - the results are not intuitive and I recommend plotting the respawn time and the number of items per player to see what's happening"
set g_pickup_respawntime_scaling_linear 1 "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `linear` can be used to simply scale the respawn time linearly"
- set g_weaponarena "0" "put in a list of weapons to enable a weapon arena mode, or try \"all\" or \"most\""
+ set g_weaponarena "0" "put in a list of weapons to enable a weapon arena mode, or try \"all\", \"most\", \"all_available\" or \"most_available\" (available only gives the weapon if the map normally has it as a pickup item)"
set g_weaponarena_random "0" "if set to a number, only that weapon count is given on every spawn (randomly)"
set g_weaponarena_random_with_blaster "1" "additionally, always provide the blaster in random weapon arena games"
set g_spawnpoints_auto_move_out_of_solid 0 "if set to 1 you will see a warning if a spawn point was placed inside a solid"
set g_maplist_shuffle 1 "new randomization method: like selectrandom, but avoid playing the same maps in short succession. This works by taking out the first element and inserting it into g_maplist with a bias to the end of the list"
set g_maplist_check_waypoints 0 "when 1, maps are skipped if there currently are bots, but the map has no waypoints"
set g_maplist_ignore_sizes 0 "when 1, all maps are shown in the map list regardless of player count"
+ set g_maplist_sizes_count_bots 1 "include the number of bots currently in the server when counting the number of players for size restrictions"
set g_items_mindist 4000 "starting distance for the fading of items"
set g_items_maxdist 4500 "maximum distance at which an item can be viewed, after which it will be invisible"
set g_cloaked 0 "display all players mostly invisible"
set g_player_alpha 1 "default opacity of players"
set g_player_brightness 0 "set to 2 for brighter players"
+ set g_player_damageforcescale 2 "push multiplier of attacks against players"
set g_balance_cloaked_alpha 0.25 "opacity of cloaked players"
set g_playerclip_collisions 1 "0 = disable collision testing against playerclips, might be useful on some defrag maps"
set g_showweaponspawns 1 "1: display waypoints for weapon spawns found on the map when a weapon key is pressed and the weapon is not owned; 2: for dropped weapons too; 3: for all the weapons sharing the same impulse"
- // ballistics use physical units, but qu based
- // Quake-Newton: 1 qN = 1 qu * 1 g / 1 s^2
- // Quake-Joule: 1 qJ = 1 qN * 1 qu
- // Quake-Pascal: 1 qPa = 1 qN / 1 qu^2
-
- set g_ballistics_mindistance 2 "enable ballistics starting from 2 qu"
- set g_ballistics_density_player 0.50 "players are 2x as easy to pass through as walls"
- set g_ballistics_density_corpse 0.10 "corpses are 10x as easy to pass through as walls"
- set g_ballistics_penetrate_clips 0 "allow ballistics to pass through weapon clips"
+ set g_ballistics_mindistance 2 "when shooting through walls thinner than this, treat them as this thick (useful because patches (curved surfaces) have no thickness)"
+ set g_ballistics_density_player 0.50 "how hard players are to shoot through compared to walls"
+ set g_ballistics_density_corpse 0.10 "how hard corpses are to shoot through compared to walls"
+ set g_ballistics_penetrate_clips 1 "allow ballistics to pass through weapon clips"
+ set g_ballistics_solidpenetration_exponent 0.25 "how fast damage falls off when bullets pass through walls - 1 means linear, lower values mean slower initial falloff but faster once there's little solidpenetration left (damage_fraction = solidpen_fraction^exp for solidpen_fraction between 0 and 1)"
sv_status_show_qcstatus 1 "Xonotic uses this field instead of frags"
set g_full_getstatus_responses 0 "this currently breaks qstat"
// sv_cullentities_trace is 1, so the client doesn't have to
sv_cullentities_trace 1
+ // due to a bug in the engine, the default setting of this (16) spams the network with item updates
+ sv_cullentities_trace_eyejitter 0
// less "lagging" of other players, but also less PL tolerant... let's try this
sv_clmovement_inputtimeout 0.066 // slightly less than 2 frames, so only one frame can be compensated