seta g_configversion 0 "Configuration file version (used to upgrade settings) 0: first run, or previous start was <2.4.1 Later, it's overridden by config.cfg, version ranges are defined in config_update.cfg"
-// 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"
-
// other aliases
alias +hook +button6
alias -hook -button6
set sv_dodging_wall_distance_threshold 10 "the maximum distance from a wall that still allows dodging"
set sv_dodging_sound 1 "if 1 dodging makes a sound. if 0 dodging is silent"
-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"
-
set g_spawn_furthest 0.5 "this amount of the spawns shall be far away from any players"
set g_spawn_useallspawns 0 "use all spawns, e.g. also team spawns in non-teamplay, and all spawns, even enemy spawns, in teamplay"
set g_spawn_near_teammate 0 "if set, players prefer spawns near a team mate"
// respawn delay
set g_respawn_delay 2 "number of seconds you have to wait before you can respawn again"
set g_respawn_waves 0 "respawn in waves (every n seconds), intended to decrease overwhelming base attacks"
-// 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
// overtime
seta timelimit_overtime 2 "duration in minutes of one added overtime, added to the timelimit"
seta g_balance_teams 1 "automatically balance out players entering instead of asking them for their preferred team"
seta g_balance_teams_prevent_imbalance 1 "prevent players from changing to larger teams"
set g_balance_teams_scorefactor 0.34 "at the end of the game, take score into account instead of team size by this amount (beware: values over 0.5 mean that a x:0 score imbalance will cause ALL new players to prefer the losing team at the end, despite numbers)"
-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"
set g_changeteam_banned 0 "not allowed to change team"
set g_changeteam_fragtransfer 0 "% of frags you get to keep when you change teams (rounded down)"
set sv_teamnagger 1 "enable a nag message when the teams are unbalanced"
-// 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_fullbrightflags 0
-set g_ctf_dynamiclights 0
-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_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 1 "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_flag_pickup_effects 1
-set g_ctf_flag_capture_effects 1
-set g_ctf_captimerecord_always 0 "if enabled, assisted CTF records (with other players on the server) are recorded too"
-
-// 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"
-
set g_bloodloss 0 "amount of health below which blood loss occurs"
set g_footsteps 1 "serverside footstep sounds"
// when sv_maxidle is not 0, assume spectators are idle too
set sv_maxidle_spectatorsareidle 0
-// CTF capture limit placeholder cvar
-set capturelimit 0
-
// these entities are not referenced by anything directly, they just represent
// teams and are found by find() when needed
prvm_leaktest_ignore_classnames "ctf_team dom_team tdm_team"
set g_mapinfo_settemp_acl "+*" "ACL for mapinfo setting cvars"
-// 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
-
seta cl_casings_maxcount 100 "maximum amount of shell casings (must be at least 1)"
seta cl_gibs_maxcount 100 "maximum amount of gibs (must be at least 1)"
seta cl_vehicle_spiderbot_cross_alpha 0.6
// other config files
exec mutator_new_toys.cfg // run BEFORE balance to make sure balance wins
exec balanceXonotic.cfg
-exec ctfscoring-samual.cfg
exec effects-normal.cfg
exec physicsX.cfg
exec turrets.cfg
exec vehicles.cfg
exec crosshairs.cfg
+exec gamemodes.cfg
// load console command aliases and settings
exec commands.cfg
--- /dev/null
+// ==================================
+// 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_fullbrightflags 0
+set g_ctf_dynamiclights 0
+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_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 1 "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_flag_pickup_effects 1
+set g_ctf_flag_capture_effects 1
+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"