// ================================== // Master config for core game modes // ================================== // ======== // common // ======== // hooks alias _cl_hook_gamestart "set _cl_hook_gametype $1; _cl_hook_gamestart_stage2" alias _cl_hook_gamestart_stage2 "cl_hook_gamestart_all; cl_hook_gamestart_${_cl_hook_gametype}" alias cl_hook_gamestart_all alias cl_hook_gamestart_nop //is only called when CSQC unloads before knowing the gametype, very unlikely alias cl_hook_gamestart_dm alias cl_hook_gamestart_tdm alias cl_hook_gamestart_dom alias cl_hook_gamestart_ctf alias cl_hook_gamestart_rune alias cl_hook_gamestart_lms alias cl_hook_gamestart_arena alias cl_hook_gamestart_ca alias cl_hook_gamestart_kh alias cl_hook_gamestart_ons alias cl_hook_gamestart_as alias cl_hook_gamestart_rc alias cl_hook_gamestart_nb alias cl_hook_gamestart_cts alias cl_hook_gamestart_ka alias cl_hook_gamestart_ft alias cl_hook_gameend alias cl_hook_activeweapon alias _sv_hook_gamestart "set _sv_hook_gametype $1; _sv_hook_gamestart_stage2" alias _sv_hook_gamestart_stage2 "sv_hook_gamestart_all; sv_hook_gamestart_${_sv_hook_gametype}" alias sv_hook_gamestart_all alias sv_hook_gamestart_dm alias sv_hook_gamestart_tdm alias sv_hook_gamestart_dom alias sv_hook_gamestart_ctf alias sv_hook_gamestart_rune alias sv_hook_gamestart_lms alias sv_hook_gamestart_arena alias sv_hook_gamestart_ca alias sv_hook_gamestart_kh alias sv_hook_gamestart_ons alias sv_hook_gamestart_as alias sv_hook_gamestart_rc alias sv_hook_gamestart_nb alias sv_hook_gamestart_cts alias sv_hook_gamestart_ka alias sv_hook_gamestart_ft alias sv_hook_gamerestart alias sv_hook_gameend // say aliases alias asay_ctf_flagcarrier "say_team flag carrier at %y" alias asay_ctf_haveflag "say_team (%l) have the flag" alias asay_willgo "say_team will go to %y" alias asay_support "say_team (%l) need help, %h%%" alias asay_killed "say_team got killed at %d" alias asay_noammo "say_team (%l) need %W for %w" alias asay_drop "say_team (%l) dropped %w ; impulse 17" set leadlimit 0 set leadlimit_and_fraglimit 0 "if set, leadlimit is ANDed with fraglimit (otherwise ORed)" // this means that timelimit can be overidden globally and fraglimit can be overidden for each game mode: DM/TDM, Domination, CTF, and Runematch. seta timelimit_override -1 "Time limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)" seta fraglimit_override -1 "Frag limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)" seta leadlimit_override -1 "Lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)" seta capturelimit_override -1 "Capture limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)" seta 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)" seta g_arena_point_limit -1 "Arena point limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)" seta g_arena_point_leadlimit -1 "Arena point lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)" seta 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)" seta 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)" seta g_runematch_point_limit -1 "Runematch point limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)" seta g_runematch_point_leadlimit -1 "Runematch point lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)" seta 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)" seta 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)" seta 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)" seta 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)" seta 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)" seta g_nexball_safepass_maxdist 5000 // Max distance to allow save fassping (0 to turn off safe passing) seta g_nexball_safepass_turnrate 0.1 // How fast the safe-pass ball can habge direction seta g_nexball_safepass_holdtime 0.75 // How long to remeber last teammate you pointed at seta g_nexball_viewmodel_scale 0.25 // How large the ball for the carrier seta g_nexball_viewmodel_offset "8 8 0" // Where the ball is located on carrier "forward right up" seta g_nexball_tackling 1 // Allow ball theft? seta g_ctf_ignore_frags 0 "1: regular frags give no points" set g_freezetag 0 "Freeze Tag: Freeze the opposing team(s) to win, unfreeze teammates by standing next to them" seta g_freezetag_warmup 5 "Time players get to run around before the round starts" seta 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)" seta 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)" seta g_freezetag_revive_speed 0.4 "Speed for reviving a frozen teammate" seta g_freezetag_revive_clearspeed 1.6 "Speed at which reviving progress gets lost when out of range" seta g_freezetag_revive_extra_size 100 "Distance in qu that you can stand from a frozen teammate to keep reviving him" seta g_freezetag_frozen_force 0.6 "How much to multiply the force on a frozen player with" // when variables are set to 0, they take over the global setting... // to force disable delay or waves, set them to 0.125 set g_ctf_respawn_delay 0 set g_ctf_respawn_waves 0 set g_ctf_weapon_stay 0 set g_dm_respawn_delay 0 set g_dm_respawn_waves 0 set g_dm_weapon_stay 0 set g_dom_respawn_delay 0 set g_dom_respawn_waves 0 set g_dom_weapon_stay 0 set g_lms_respawn_delay 0 set g_lms_respawn_waves 0 set g_lms_weapon_stay 0 set g_rune_respawn_delay 0 set g_rune_respawn_waves 0 set g_rune_weapon_stay 0 set g_tdm_respawn_delay 0 set g_tdm_respawn_waves 0 set g_tdm_weapon_stay 0 set g_ka_respawn_delay 0 set g_ka_respawn_waves 0 set g_ka_weapon_stay 0 set g_kh_respawn_delay 0 set g_kh_respawn_waves 0 set g_kh_weapon_stay 0 set g_arena_respawn_delay 0 set g_arena_respawn_waves 0 set g_arena_weapon_stay 0 set g_ca_respawn_delay 0 set g_ca_respawn_waves 0 set g_ca_weapon_stay 0 set g_ca_damage2score_multiplier 0.01 set g_ca_round_timelimit 180 set g_nb_respawn_delay 0 set g_nb_respawn_waves 0 set g_nb_weapon_stay 0 set g_as_respawn_delay 0 set g_as_respawn_waves 0 set g_as_weapon_stay 0 set g_ons_respawn_delay 0 set g_ons_respawn_waves 0 set g_ons_weapon_stay 0 set g_rc_respawn_waves 0 set g_rc_respawn_delay 0 set g_rc_weapon_stay 0 set g_cts_respawn_waves 0 set g_cts_respawn_delay 0 set g_cts_selfdamage 1 "0 = disable all selfdamage and falldamage in cts" set g_cts_finish_kill_delay 10 "prevent cheating by running back to the start line, and starting out with more speed than otherwise possible" set g_cts_weapon_stay 2 set g_ft_respawn_waves 0 set g_ft_respawn_delay 0 set g_ft_weapon_stay 0 set g_tdm_teams 2 "how many teams are in team deathmatch (set by mapinfo)" seta g_tdm_teams_override 0 "how many teams are in team deathmatch" set g_tdm_team_spawns 0 "when 1, a map can define team spawnpoints for TDM" // dm set g_dm 1 "Deathmatch: killing any other player is one frag, player with most frags wins" set gamecfg 1 // "deathmatch" // ctf set g_ctf 0 "Capture The Flag: take the enemy flag and bring it to yours at your base to score" set g_ctf_flag_return_time 15 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 50 set g_ctf_flagcarrier_allow_vehicle_carry 1 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_flagcarrier_waypointforenemy_spotting 1 "show the enemy flagcarrier location if a team mate presses +use to spot them" 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_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_drop 1 "dropping allows circumventing carrierkill score, so enable this with care!" set g_ctf_drop_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_drop_velocity 500 "how fast or far a player can throw the flag" set g_ctf_pass 1 "allow passing of flags to nearby team mates" 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_ctf_pass_turnrate 50 "how well the flag follows the best direction to its target while passing" set g_ctf_pass_timelimit 2 "how long a flag can stay trying to pass before it gives up and just becomes dropped" set g_ctf_pass_velocity 750 "how fast or far a player can pass the flag" set g_ctf_allow_vehicle_touch 0 "allow flags to be picked up/captured/returned from inside a vehicle set g_ctf_shield_max_ratio 0 "shield at most this percentage of a team from the enemy flag (try: 0.4 for 40%)" set g_ctf_shield_min_negscore 20 "shield the player from the flag if he's got this negative amount of points or less" set g_ctf_shield_force 100 "push force of the shield" // fun for server admins set g_ctf_flag_red_model "models/ctf/flags.md3" set g_ctf_flag_red_skin 0 set g_ctf_flag_blue_model "models/ctf/flags.md3" set g_ctf_flag_blue_skin 1 set g_ctf_flag_glowtrails 0 set g_ctf_fullbrightflags 0 set g_ctf_dynamiclights 0 set g_ctf_captimerecord_always 0 "if enabled, assisted CTF records (with other players on the server) are recorded too" // CTF capture limit placeholder cvar set capturelimit 0 exec ctfscoring-samual.cfg // runematch set g_runematch 0 "Runematch: pick up and hold the runes, special items that give you points, a special power (rune) and a disadvantage (curse)" set g_runematch_pointrate 5 set g_runematch_fixedspawns 1 "use fixed runematch spawns if available" set g_runematch_pointamt 1 set g_runematch_shuffletime 30 "how often runes change position" set g_runematch_respawntime 15 "how soon after being dropped to respawn" set g_runematch_frags_killedby_runeholder 4 set g_runematch_frags_killed_runeholder 5 set g_runematch_frags_norune 0 set g_runematch_drop_runes_max 2 "only drop up to 2 runes, the rest should respawn" set g_runematch_allow_same 0 "allow matching rune-curse pairs" set g_runematch_rune_alpha 0.78 set g_runematch_rune_effects 544 "EF_ADDITIVE + EF_FULLBRIGHT = 544" set g_runematch_rune_glow_size 0 set g_runematch_rune_glow_color 0 set g_runematch_rune_color_strength 1.0 // strength/weakness set g_balance_rune_strength_damage 2.0 set g_balance_rune_strength_force 1.5 set g_balance_curse_weak_damage 0.5 set g_balance_curse_weak_force 0.6 set g_balance_rune_strength_combo_damage 0.9 set g_balance_rune_strength_combo_force 1.0 // defense/vulner set g_balance_rune_defense_takedamage 0.5 set g_balance_curse_vulner_takedamage 2.0 set g_balance_rune_defense_combo_takedamage 1.0 // vampire/empathy set g_balance_rune_vampire_absorb 0.4 set g_balance_curse_empathy_takedamage -0.4 set g_balance_rune_vampire_combo_absorb -0.1 set g_balance_rune_vampire_maxhealth 500 set g_balance_curse_empathy_minhealth 20 set g_balance_rune_vampire_combo_minhealth 40 // regen/venom set g_balance_rune_regen_hpmod 1.75 set g_balance_curse_venom_hpmod 0.6 set g_balance_rune_regen_combo_hpmod 0.9 set g_balance_rune_regen_regenrate 3.0 set g_balance_curse_venom_rotrate 3.0 set g_balance_rune_regen_combo_regenrate 0.5 set g_balance_rune_regen_combo_rotrate 1.5 set g_balance_rune_regen_limitmod 1 set g_balance_curse_venom_limitmod 1 set g_balance_rune_regen_combo_limitmod 1 // speed/slow set g_balance_rune_speed_atkrate 0.66 set g_balance_curse_slow_atkrate 1.5 set g_balance_rune_speed_combo_atkrate 1.2 set g_balance_rune_speed_highspeed 1.5 set g_balance_curse_slow_highspeed 0.6 set g_balance_rune_speed_combo_highspeed 0.9 // domination set g_domination 0 "Domination: capture and hold control points to gain points" set g_domination_default_teams 2 "default number of teams for maps that aren't domination-specific" seta g_domination_teams_override 0 "use a specific number of teams in domination games (minimum 2), disables dom_team entities" set g_domination_disable_frags 0 "players can't get frags normally, only get points from kills" set g_domination_point_amt 0 "override: how many points to get per ping" set g_domination_point_fullbright 0 "domination point fullbright" set g_domination_point_rate 0 "override: how often to give those points" set g_domination_point_capturetime 0.1 "how long it takes to capture a point (given no interference)" set g_domination_point_glow 0 "domination point glow (warning, slow)" //set g_domination_balance_team_points 1 "# of points received is based on team sizes" // last man standing set g_lms 0 "Last Man Standing: everyone starts with a certain amount of lives, and the survivor wins" 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_lms_join_anytime 1 "if true, new players can join, but get same amount of lives as the worst player" // arena set g_arena 0 "Arena: many one-on-one rounds are played to find the winner" set g_arena_maxspawned 2 "maximum number of players to spawn at once (the rest is spectating, waiting for their turn)" set g_arena_roundbased 1 "if disabled, the next player will spawn as soon as someone dies" set g_arena_warmup 5 "time, newly spawned players have to prepare themselves in round based matches" // ca set g_ca 0 "Clan Arena: Played in rounds, once you're dead you're out! The team with survivors wins the round." set g_ca_point_limit 10 "point limit 10 is standard for clan arena" set g_ca_point_leadlimit 0 set g_ca_spectate_enemies 0 "Allow spectating enemy player by dead player during clan arena games." set g_ca_warmup 10 "how long the players will have time to run around the map before the round starts" // onslaught set g_onslaught 0 "Onslaught: take control points towards the enemy generator and then destroy it" set g_onslaught_gen_health 2500 set g_onslaught_cp_health 1000 set g_onslaught_cp_buildhealth 100 set g_onslaught_cp_buildtime 5 set g_onslaught_cp_regen 20 // assault 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" // race set g_race 0 "Race: be faster than your opponents" set g_race_qualifying_timelimit 0 set g_race_qualifying_timelimit_override -1 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)" // cts set g_cts 0 "CTS: complete the stage" // nexball set g_nexball 0 "Nexball: Basketball and Soccer go Xonotic" set g_nexball_basketball_effects_default 8 "default: dim light. The original version used 1024 (fire) but it gives bad performance" set g_balance_nexball_primary_speed 1000 "launching speed" set g_balance_nexball_primary_refire 0.7 "launching refire" set g_balance_nexball_primary_animtime 0.3 "launching animtime" set g_balance_nexball_secondary_animtime 0.3 "launching animtime" set g_balance_nexball_secondary_speed 3000 "stealing projectile speed" set g_balance_nexball_secondary_lifetime 0.15 "stealing projectile lifetime" set g_balance_nexball_secondary_force 500 "stealing projectile force" set g_balance_nexball_secondary_refire 0.6 "stealing projectile refire" set g_balance_nexball_secondary_animtime 0.3 "stealing projectile animtime" // -1: MrBougo's first try, not very playable but working... // The ball gets the player's velocity * 1.5 + a vertical boost // 0: Revenant style // Player's velocity + a boost where he's looking at + a boost // perpendicularly to the first boost, that is upwards relatively // to the view angle // 1: MrBougo's modded Rev style 1 // The 2nd Rev boost is always vertical // 2: MrBougo's modded Rev style 2 // The 1st Rev boost is always horizontal // The 2nd Rev boost is always vertical 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" set g_nexball_basketball_bouncefactor 0.6 "velocity loss when the ball bounces" set g_nexball_basketball_bouncestop 0.075 "speed at which the ball stops when it hits the ground (multiplied by sv_gravity)" set g_nexball_football_bouncefactor 0.6 "velocity loss when the ball bounces" set g_nexball_football_bouncestop 0.075 "speed at which the ball stops when it hits the ground (multiplied by sv_gravity)" set g_nexball_football_boost_forward 100 "forward velocity boost when the ball is touched" set g_nexball_football_boost_up 200 "vertical velocity boost when the ball is touched" set g_nexball_basketball_delay_hold 20 "time before a player who caught the ball loses it (anti-ballcamp)" set g_nexball_basketball_delay_hold_forteam 60 "time before a ball reset when a team holds the ball for too long" set g_nexball_basketball_teamsteal 1 "1 to allow players to steal from teammates, 0 to disallow" set g_nexball_basketball_carrier_highspeed 0.8 "speed multiplier for the ballcarrier" set g_nexball_meter_period 1 "time to make a full cycle on the power meter" set g_nexball_basketball_meter 1 "use the power meter for basketball" set g_nexball_basketball_meter_minpower 0.5 "minimal multiplier to the launching speed when using the power meter" set g_nexball_basketball_meter_maxpower 1.2 "maximal multiplier to the launching speed when using the power meter" set g_nexball_delay_goal 3 "delay between a goal and a ball reset" set g_nexball_delay_idle 10 "maximal idle time before a reset" set g_nexball_delay_start 3 "time the ball stands on its spawn before being released" set g_nexball_delay_collect 0.5 "time before the same player can catch the ball he launched" set g_nexball_sound_bounce 1 "bouncing sound (0: off)" set g_nexball_basketball_trail 1 "1 to leave a trail" set g_nexball_football_trail 0 "1 to leave a trail" set g_nexball_trail_color 254 "1-256 for different colors (Quake palette, 254 is white)" 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"