X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=gamemodes.cfg;h=05aaf3df40530d1379b0976ed83fbbb334d0b017;hb=a477a0e8ceca690893202372d002a5bee109093f;hp=f5c9acdf72e9e6ccc9983bb93900cb360e5fddca;hpb=3ece3fd9dd085d2f39863e66c7bab51a7b01e16a;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/gamemodes.cfg b/gamemodes.cfg index f5c9acdf7..05aaf3df4 100644 --- a/gamemodes.cfg +++ b/gamemodes.cfg @@ -1,15 +1,23 @@ -// ================================== +// =================================== // Master config for core game modes -// ================================== - +// =================================== +// global gametype setting (1 = deathmatch) +set gamecfg 1 +// 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" -// ======== -// common -// ======== -// hooks +// ================= +// gamestart 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 @@ -55,20 +63,13 @@ 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" - +// =========== +// leadlimit +// =========== +// this means that timelimit can be overidden globally and fraglimit can be overidden for each game mode: DM/TDM, Domination, CTF, and Runematch. 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)" @@ -85,27 +86,12 @@ seta g_keyhunt_point_leadlimit -1 "Keyhunt point lead limit overriding the mapin 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... +// ================================= +// respawn delay/waves/weapon_stay +// ================================= +// when variables are set to anything other than 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 @@ -137,8 +123,6 @@ 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 @@ -153,61 +137,95 @@ 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" +// ======= +// 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" -// ctf + +// ========= +// 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" + + +// ============ +// clan arena +// ============ +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" +set g_ca_damage2score_multiplier 0.01 +set g_ca_round_timelimit 180 + + +// ================== +// capture the flag +// ================== 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 100 -set g_ctf_flagcarrier_allow_vehicle_carry 1 +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_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_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_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_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_allow_vehicle_touch 0 "allow flags to be picked up/captured/returned without even leaving the vehicle" +set g_ctf_allow_vehicle_carry 1 "allow players to hold flags 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" @@ -215,67 +233,32 @@ set g_ctf_flag_blue_skin 1 set g_ctf_flag_glowtrails 1 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" +set g_ctf_captimerecord_always 0 "always show capture time information when someone captures the flag" -// CTF capture limit placeholder cvar -set capturelimit 0 +seta g_ctf_ignore_frags 0 "1: regular frags give no points" 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 +// ==================== +// complete the stage +// ==================== +set g_cts 0 "CTS: complete the stage" +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" + + +// ========================== +// deathmatch (ffa or team) +// ========================== +set g_dm 1 "Deathmatch: killing any other player is one frag, player with most frags wins" +set g_tdm_teams 2 "how many teams are in team deathmatch (set by mapinfo)" +set g_tdm_team_spawns 0 "when 1, a map can define team spawnpoints for TDM" +seta g_tdm_teams_override 0 "how many teams are in team deathmatch" + + +// ============ +// 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" @@ -287,53 +270,88 @@ set g_domination_point_capturetime 0.1 "how long it takes to capture a point (gi 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 + +// =========== +// freezetag +// =========== +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" + + +// ========== +// keepaway +// ========== +set g_keepaway 0 "game mode which focuses around a ball, look at g_keepaway_win_mode for further details" +set g_keepaway_score_bckill 1 "enable scoring points (y/n) for ball carrier kills (value is how many points to award)" +set g_keepaway_score_killac 1 "amount of points to give when you kill someone while you have the ball" +set g_keepaway_score_timeinterval 1 "amount of time it takes between intervals for timepoints to be added to the score" +set g_keepaway_score_timepoints 0 "points to add to score per timeinterval, 0 for no points" +set g_keepaway_ballcarrier_effects 8 "Add together the numbers you want: EF_ADDITIVE (32) / EF_NODEPTHTEST (8192) / EF_DIMLIGHT (8)" +set g_keepaway_ballcarrier_highspeed 1 "speed multiplier done to the person holding the ball (recommended when used with some mutators)" +set g_keepaway_ballcarrier_damage 1 "damage multiplier while holding the ball" +set g_keepaway_ballcarrier_force 1 "force multiplier while holding the ball" +set g_keepaway_ballcarrier_selfdamage 1 "self damage multiplier while holding the ball" +set g_keepaway_ballcarrier_selfforce 1 "self force multiplier while holding the ball" +set g_keepaway_noncarrier_warn 1 "warn players when they kill without holding the ball" +set g_keepaway_noncarrier_damage 1 "damage done to other players if both you and they don't have the ball" +set g_keepaway_noncarrier_force 1 "force done to other players if both you and they don't have the ball" +set g_keepaway_noncarrier_selfdamage 1 "self damage if you don't have the ball" +set g_keepaway_noncarrier_selfforce 1 "self force if you don't have the ball" +set g_keepawayball_effects 0 "Add together the numbers you want: EF_ADDITIVE (32) / EF_NODEPTHTEST (8192) / EF_DIMLIGHT (8)" +set g_keepawayball_trail_color 254 "particle trail color from player/ball" +set g_keepawayball_damageforcescale 3 "Scale of force which is applied to the ball by weapons/explosions/etc" +set g_keepawayball_respawntime 10 "if no one picks up the ball, how long to wait until the ball respawns" +seta g_keepaway_teams_override 0 +set g_keepaway_teams 0 + + +// ========== +// key hunt +// ========== +set g_keyhunt 0 "Key Hunt: collect all keys from the enemies and bring them together to score" +set g_balance_keyhunt_delay_return 60 +set g_balance_keyhunt_delay_round 5 +set g_balance_keyhunt_delay_tracking 10 +set g_balance_keyhunt_delay_fadeout 2 +set g_balance_keyhunt_delay_collect 1.5 +set g_balance_keyhunt_maxdist 150 +set g_balance_keyhunt_score_collect 3 +set g_balance_keyhunt_score_carrierfrag 2 +set g_balance_keyhunt_score_capture 100 +set g_balance_keyhunt_score_push 60 +set g_balance_keyhunt_score_destroyed 50 +set g_balance_keyhunt_score_destroyed_ownfactor 1 +set g_balance_keyhunt_dropvelocity 300 +set g_balance_keyhunt_throwvelocity 400 +set g_balance_keyhunt_protecttime 0.8 +set g_balance_keyhunt_damageforcescale 1 +seta g_keyhunt_teams_override 0 +set g_keyhunt_teams 0 + + +// =================== +// 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 +// ========= +// 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" @@ -344,47 +362,116 @@ 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" +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?" + + +// =========== +// 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 +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 + + +// ====== +// 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)" + + +// =========== +// 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 +