// This file controls server side variables which influence gameplay (which must be prefixed with 'sv_') // It is executed whenever variables are reset (on start, and whatever 'resetvarsonend' tells it to) // // sv_serverclients 16 // maximum number of allowed clients // sv_serverdesc "My server" // server description // sv_servermotd "Welcome to my server!" // server message of the day // sv_serveropen 3 // determines server openness for public use; 0 = allow "setmaster 1" and locked/private, 1 = allow "setmaster 1" but no mastermode, no locked/private, 2 = allow "setmaster 1" but disallows private mastermode (for public coop-editing), 3 = master only by "auth" or admin // sv_automaster 0 // determines if authorities claim status by default // sv_airefreshdelay 1000 // delay imposed before the AI manager reorganises their setup // sv_modelimit 4 // determines the lowest mode which is allowed to be used as dictated by modelock // sv_mutslimit 63 // determines the mutators which are allowed to be used as dictated by modelock // sv_modelock 4 // determines if modes are locked; 0 = off, 1 = master only (+1 admin only), 3 = non-admin can only set limited mode and higher (+1 locked completely) // sv_mapslock 2 // determines if maps are locked; 0 = off, 1 = master can select non-allow maps (+1 admin), 3 = master can select non-rotation maps (+1 admin), 5 = no map selection // sv_varslock 1 // determines if vars are locked; 0 = off, 1 = master, 2 = admin only, 3 = nobody // sv_votewait 3000 // time in milliseconds before a player may cast another vote (to avoid flooding) // sv_resetmmonend 2 // determines when mastermode changes are reset; 0 = off, 1 = just when empty, 2 = when matches end // sv_resetbansonend 1 // determines when the ban list is reset; 0 = off, 1 = just when empty, 2 = when matches end // sv_resetvarsonend 2 // determines when these game variables are reset; 0 = off, 1 = just when empty, 2 = when matches end // sv_gamespeed 100 // override gameplay speed // sv_gamepaused 0 // pauses the game, automatically unset by server // sv_defaultmap "" // default map, "" = random // sv_defaultmode 2 // default game mode // sv_defaultmuts 1 // default mutators // sv_rotatemode 1 // determines if modes rotate when the server selects the next map // sv_rotatemuts 1 // determines if mutators rotate when the server selects the next map (more than 1 decreases chances) // sv_campaignplayers 4 // number of players in campaign // sv_allowmaps "" // allowed maps // sv_campaignmaps "" // campaign maps // sv_mainmaps "" // deathmatch maps // sv_capturemaps "" // capture-the-flag maps // sv_defendmaps "" // defend-the-flag maps // sv_bombermaps "" // bomber-ball maps // sv_holdmaps "" // hold bomber-ball maps // sv_trialmaps "" // time-trial maps // sv_duelmaps "" // duel map filter (only pick these from one of the above) // sv_jetpackmaps "" // jetpack map filter (only pick these from one of the above) // sv_maprotate 2 // server side map rotation of above maps; 0 = off, 1 = sequence, 2 = random // sv_maxcarry 2 // maximum number of weapons a player can carry // sv_spawnrotate 2 // spawn point rotation; 0 = let client decide, 1 = sequence, 2 = random // sv_spawnweapon 1 // weapon players spawn with, defaults to pistol (1) // sv_instaweapon 7 // weapon players spawn with in instagib, defaults to rifle (7) // sv_trialweapon 0 // weapon players spawn with in trial, defaults to melee only (0) // sv_spawngrenades 0 // spawn with grenades; 0 = never, 1 = all but instagib/time-trial, 2 = always // sv_spawndelay 3000 // time in milliseconds before players can respawn in most modes // sv_instadelay 1500 // time in milliseconds before players can respawn in instagib mutated modes // sv_trialdelay 500 // time in milliseconds before players can respawn in trial mode // sv_spawnprotect 3000 // time in milliseconds after spawning players cannot be damaged // sv_duelprotect 5000 // .. in duel/survivor matches // sv_instaprotect 1500 // .. in instagib matches // sv_maxhealth 100 // maximum health (in all but instagib mutated modes) // sv_extrahealth 100 // maximum extra health (overcharge which slowly reduces back to max) // sv_residualburntime 5500 // time in milliseconds fire burns for, try to allow an extra 500ms breathing room for sync // sv_residualburndelay 1000 // time in milliseconds for which fire burning deals damage // sv_residualburndamage 5 // amount of damage fire burning deals // sv_residualbleedtime 5500 // time in milliseconds bleeding lasts for, try to allow an extra 500ms breathing room for sync // sv_residualbleeddelay 1000 // time in milliseconds for which bleeding deals damage // sv_residualbleeddamage 5 // amount of damage bleeding deals // sv_regendelay 3000 // time in milliseconds after being damage before normal regeneration resumes // sv_regenguard 1000 // as above, but when guarding the team affinity (flags, etc) // sv_regentime 1000 // time in milliseconds for which regenerate gives health // sv_regenhealth 5 // amount of health regneration gives // sv_regenextra 10 // amount of health regeneration gives when guarding the team affinity // sv_itemsallowed 1 // determines if items are present in the level; 0 = never, 1 = all but instagib, 2 = always // sv_itemspawntime 30000 // time in milliseconds before items (re)spawn // sv_itemspawndelay 1000 // time in milliseconds after map start items first spawn // sv_itemthreshold 1 // if numspawned < numclients*this, spawn one of this type // sv_itemspawnstyle 1 // determines the timing of item spawning at map start; 0 = all at once, 1 = staggered, 2 = random, 3 = randomise between both // sv_kamikaze 1 // determines the level of kamikaze events; 0 = never, 1 = holding grenade, 2 = have grenade, 3 = always // sv_timelimit 15 // time in minutes before round ends; 0 = off // sv_triallimit 60000 // time in milliseconds after the first player crosses the finishing line in a non-looping trial map players have to complete // sv_intermlimit 15000 // time in milliseconds intermission lasts // sv_votelimit 30000 // time in milliseconds intermission voting lasts // sv_duellimit 3000 // time in milliseconds before next round in duel/survivor // sv_duelclear 0 // determines if items are reset at the end of each round // sv_selfdamage 1 // determines if the player can damage themselves // sv_teamdamage 1 // determines if the player can damage team members; 0 = off, 1 = non-bots damage team, 2 = all players damage team // sv_teambalance 2 // determines the method of team balancing; 0 = off, 1 = by number, 2 = by rank, 3 = humans vs. ai // sv_pointlimit 0 // number of points required to end the round (and win) in deathmatch modes // sv_ctflimit 0 // number of captures required to end the round (and win) in ctf // sv_ctfstyle 0 // determines the style of ctf play; 0 = classic touch-and-return, 1 = grab and take home, 2 = defend and reset, 3 = dominate and protect // sv_ctfresetdelay 30000 // time in milliseconds before a dropped flag automatically resets (and penalises the team) // sv_stflimit 0 // determines the style of stf play; number of points required to end the round (and win) in stf // sv_stfstyle 1 // 0 = overthrow and secure, 1 = instant secure // sv_stffinish 0 // determines if the round ends when a team secures all flags in stf // sv_stfpoints 1 // number of points given in stf // sv_stfoccupy 100 // occupation multiple for determing the interval where points are given // sv_stfflags 3 // flags to init and how; 0 = init all (neutral), 1 = init neutral and team only, 2 = init team only, 3 = init all (team + neutral + converted) // sv_skillmin 70 // minimum randomly assigned AI skill level // sv_skillmax 90 // maximum randomly assigned AI skill level // sv_botbalance 1 // determines bot balancing method; 0 = turn off bots, 1 = fill only with enough bots to satisfy play, 2 = populate bots to numplayers // sv_botscale 1.0 // scale the 'numplayers' world variable which determines bot auto population // sv_botlimit 16 // maximum number of bots allowed, regardless of any other variable/setting // sv_enemybalance 1 // multiply number of enemy spawns by this much // sv_enemyspawntime 60000 // determine length of time before enemies respawn // sv_enemyspawndelay 2000 // determine length of time after map start enemies first spawn // sv_enemyspawnstyle 1 // determines enemy spawning style, 0 = all at once, 1 = staggered, 2 = random, 3 = randomise between both // sv_forcegravity -1 // overrides world variable: gravity // sv_forceliquidspeed -1 // overrides world variable: liquidspeed // sv_forceliquidcurb -1 // overrides world variable: liquidcurb // sv_forcefloorcurb -1 // overrides world variable: floorcurb // sv_forceaircurb -1 // overrides world variable: aircurb // sv_movespeed 100 // baseline movement speed // sv_movecrawl 0.5 // multiplier of speed when crawling // sv_movesprint 1.825 // multiplier of speed when sprinting // sv_movejetpack 1.5 // multiplier of speed when using jetpack // sv_movestraight 1.3 // multiplier of speed when only moving forward // sv_movestrafe 1 // multiplier of speed when strafing // sv_moveinair 0.9 // multiplier of speed when in-air // sv_movestepup 0.75 // multiplier of speed when stepping up // sv_movestepdown 1.25 // multiplier of speed when stepping down // sv_jumpspeed 100 // extra velocity to add when jumping // sv_impulsespeed 100 // extra velocity to add when impulsing // sv_impulselimit 200 // maximum impulse speed // sv_impulseboost 1 // multiplier of impulse when just boosting // sv_impulsedash 1.6 // multiplier of impulse when dashing // sv_impulsejump 1.2 // multiplier of impulse when jumping // sv_impulsemelee 0.6 // multiplier of impulse when using melee // sv_impulseparkour 0.9 // multiplier of impulse when doing other parkour // sv_impulseallowed 3 // determines if impulse is allowed; 0 = off, 1 = dash/boost only, 2 = dash/boost and sprint, 3 = all mechanics including parkour // sv_impulsestyle 1 // impulse style; 0 = off, 1 = touch and count, 2 = count only, 3 = freestyle // sv_impulsemeter 10000 // impulse dash length; 0 = unlimited, anything else = timer // sv_impulsecount 10 // number of impulse actions per air transit // sv_impulsedelay 500 // minimum time between boosts // sv_impulseslide 750 // time after an impulse for which air friction stays applicable // sv_impulsecost 10000 // cost of impulse jump // sv_impulseskate 1000 // length of time a run along a wall can last // sv_impulsesprint 0 // sprinting counts toward impulse; 0 = off, anything else = multiplier of time // sv_impulsejetpack 2 // jetpack counts toward impulse; 0 = off, anything else = multiplier of time // sv_impulseregen 1 // impulse regen multiplier // sv_impulseregencrouch 2 // impulse regen modifier when crouching // sv_impulseregensprint 0.6 // impulse regen modifier when sprinting // sv_impulseregenjetpack 0 // impulse regen modifier when using jetpack // sv_impulseregenmove 0.9 // impulse regen modifier when moving // sv_impulseregeninair 0.5 // impulse regen modifier when in air // sv_stillspread, 1.5 // multiply projectile spread by this much when standing still // sv_movespread 3.0 // multiply projectile spread by this much when moving // sv_jumpspread 3.0 // multiply projectile spread by this much when jumping/in-air // sv_impulsespread 6.0 // multiply projectile spread by this much when impulsing/sprinting/jetpacking // sv_normalscale 1 // multiply explosion radius by this amount // sv_limitedscale 0.5f // multuply explosion radius by this amount in limited situations (eg. instagib) // sv_damagescale 1.0 // scale damage by this amount // sv_damagecritchance 100 // offset of hits that do damage in which criticals can occur // sv_hitpushscale 1.0 // scale hit pushes by this amount // sv_slowscale 1 // multiply "slow target on hit" by this amount // sv_deadpushscale 2.0 // scale hit pushes by this amount when it results in a frag // sv_wavepushscale 1.0 // scale of the hitpush force used in a wavepush // sv_kickpushscale 1 // multiply kick pushes from weapons by this much // sv_kickpushcrouch 0.5 // multiply kick pushes from weapons by this much when crouching // sv_kickpushsway 0.25 // multiply kick push effect on hud gun sway by this much // sv_kickpushzoom 0.125 // multiply kick pushes from weapons by this much when zoomed // sv_multikilldelay 3000 // time in milliseconds multiple kills in a row must occur // sv_spreecount 5 // number of consecutive frags for each spree level // sv_dominatecount 5 // number of frags on a single player without revenge before it is considered domination // sv_alloweastereggs 1 // determines if special easter egg effects are enabled // sv_returningfire 0 // determines if projectiles fired return to the owner (easter egg enabled) // // weapon variables are in the form of sv_[1|2], where weapon is the name of the weapon // attribute is one of the following attributes, and 1|2 applies if the attribute differs between primary and secondary // // add: the amount added when picking up the weapon or reloading it // max: the maximum amount the clip of this weapon can hold, can never be higher than default // sub[1|2]: the amount taken from the clip for each firing action, set to zero for unlimited ammo // adelay[1|2]: the time it takes after each firing action for the weapon to be ready again // rdelay: the time it takes for the weapon to reload one 'add' unit // damage[1|2]: the amount of damage a projectile from each firing ation does // speed[1|2]: the speed of a projectile from each firing action // power[1|2]: when more than zero, determines that the weapon can be 'cooked' this long before firing // time[1|2]: the maximum lifetime of a projectile for each firing action // pdelay[1|2]: when more than zero, projectiles from this weapon will be delayed this long // gdelay[1|2]: when more than zero, projectiles from this weapon will delay guided settings by this long // edelay[1|2]: when more than zero, projectiles from this weapon will not be able to hurt its owner for this long // explode[1|2]: if more than zero, a projectile from this firing action will explode at the end of its life or based on collision settings // rays[1|2]: the amount of projectiles spawned from one shot of each firing action // spread[1|2]: determines the amount a projectile from each firing action skews off-center // zdiv[1|2]: when zero, keeps spread projectiles aligned horizontally, else divide the z axis this much // aiskew[1|2]: determines 'added stupidity' for each weapon for AI counterparts // flakweap[1|2]: when projectiles from this firing action are destroyed, create projectiles from this kind of weapon (x2 = alt fire for the weapon) // flakdmg[1|2]: flak of this type deals this much damage // flakrays[1|2]: when creating flak, create this many projectiles for it // flaktime[1|2]: flak projectiles from this weapon last this long // flakspeed[1|2]: flak projectiles from this weapon start with this much speed (may be influenced by flakspread/flakskew and flakrel) // collide[1|2]: bitwise value which determines collision properties for a projectile from each firing action // IMPACT_GEOM = 1 BOUNCE_GEOM = 2 IMPACT_PLAYER = 4 BOUNCE_PLAYER = 8 RADIAL_PLAYER = 16 COLLIDE_TRACE = 32 COLLIDE_OWNER = 64 COLLIDE_CONT = 128 COLLIDE_STICK = 256 // extinguish[1|2]: determines if a projectile from each firing action is extinguished by water // cooked[1|2]: determines cooking style for a projectile, 0 = off, 1 = scale size, 2 = shorten life (+1 no scale), 4 = lengthen life (+1 no scale) // guided[1|2]: determines guided style for a projectile, 0 = off, 1 = follow crosshair, 2 = home crosshair target (+1 only first target), 4 = home projectile target (+1 only first target) // radial[1|2]: boolean 0 or 1, sets a projectile for each firing action to do continuous radial damage inside the 'explode' radius during transit // residual[1|2]: boolean 0 or 1, determines if a projectile from each firing action has a residual effect, 0 = off, 1 = burns, 2 = bleeds // reloads: boolean 0 or 1, determines if this weapon can reload // zooms: boolean 0 or 1, determines if the secondary action on this weapon zooms // fullauto[1|2]: boolean 0 or 1, determines if each firing action is fully automatic (click-and-hold) or not (click-and-click) // allowed: determines if this weapon type is allowed to spawn at all, 0 = off, 1 = all but insta/duel, 2 = all but insta, 3 = always // laser: determines if this weapon has a laser pointer which is projected to the point where the player is aiming // critdash[1|2]: when more than zero, this weapon will always deal a critical hit this long after an impulse dash // taper[1|2]: determines the maximum amount a projectile from each firing action is allowed to 'taper off' to over its lifetime // elasticity[1|2]: multiplier of velocity for a projectile of each firing action when doing a bounce event // reflectivity[1|2]: guard angle for a projectile of each firing action when doing a bounce event // relativity[1|2]: multiplier of player velocity added to a projectile of each firing action // waterfric[1|2]: multiplier of velocity for a projectile of each firing action when in water // weight[1|2]: relative weight for a projectile of each firing action // radius[1|2]: determines the size for a projectile of each firing action // kickpush[1|2]: determines the amount of pushback from shooting each firing action // hitpush[1|2]: multiplier of damage for a projectile or explosion of each firing action impacting a player // slow[1|2]: slow target hit with a projectile from this by this ammount // maxdist[1|2]: determines the 'maximum distance' a weapon can be shot at, used by AI to determine weapon effectiveness ranges // partsize[1|2]: determines the maximum particle size of a projectile from each firing action // partlen[1|2]: determines the maximum tape particle length of a projectile from each firing action // frequency: determines the multiplier of itemspawntime in which items of this type respawn in // pusharea: determines the multiplier of explode radius this weapon pushes in // critmult: determines the multiplier of damage when a critical hit is done (can be zero for off) // critdist: determines the distance at which the chance of a critical is multiplied linearly toward target // delta[1|2]: determines the amount by which each firing action is guided // tracemult[1|2]: determines the multiplier of length to apply to traced weapons // torsodmg[1|2]: determines the multiplier of damage for torso shots // legsdmg[1|2]: determines the multiplier of damage for leg shots // flakscale[1|2]: flak created by this firing action is scaled by this much // flakspread[1|2]: flak created by this firing action spreads its direction randomly by this much if it doesn't impact a player // flakrel[1|2]: flak created by this firing action retains this much of its parent relative momentum // flakffwd[1|2]: flak created by this firing action fast-forwards its lifecycle by this multiplier // flakoff[1|2]: flak created by this firing action is offset by this distance if it impacts a player before being created // flakskew[1|2]: flak created by this firing action spreads its direction randomly by this much when it impacts a player // // EOF