Silent Mod Server Cvar
Announcements and Messages
g_privateMessages
- Description
If set to 1, players can send private messages to one another with the /m playername/slot command.
- Parameter
- Type: [0|1]
- 0 Disable Private Messages
- 1 Enable Private messages
- Default: 0
Note: Clients can reject private message from other individual clients with the /ignore client command. Also, private messages can be disabled from individuals/levels using shrubbot flag '/'.
g_spreeOptions
Description:
Options to control the display of killingsprees.
Type: bitmask
Parameters:
1 Enable killingsprees
2 Enable killingspree ends
4 Enable multikills
8 When set, a top 3 current killing sprees message will be printed every minute, similar to binoc masters, and a map's longest killing spree will be printed every two minutes
16 At the beginning of the intermission the highest spree and the 3 highest sprees which are still active will be shown
32 /kill will end a spree
64 Teamswitching will end a spree
128 Multikill messages will be delayed g_multikillTime milliseconds, to prevent the doublekill -> multikill -> megakill -> etc. flooding
256 Killing bots doesn't count for multikills or killingsprees (Note: they DO count for ending kill/deathsprees)
512 Display the map and overall spree record when entering intmission
1024 Summary: don't enable this flag if you don't have enabled g_spreeOptions flag 512 OR g_XPSave flag 16 or Shrubbot flag t
Spree records are automatically saved into XPSave file when a map ends. By enabling this flag, you also store the spreerecord at the points where g_XPSave flag 16 would store XP. When you don't have set XPSave flag 16 and g_spreeOptions flag 512 and not allow users to use !spreerecord you should NOT set this flag as it takes some extra resources. When XPSave flag 16 is set this doesn't matter (it actually takes much less resources then). When only g_spreeOptions flag 512 or shrubbot flag t is set it won't do much harm anyway (your server won't explode)
2048 Enable revivesprees ( [revive] blocks )
Default: 0
g_multikillTime
Description
The time (in milliseconds) in which two kills should be made in order to count them as multikills.
Type: integer
Default: 1000
g_obituary
Description:
This cvar controls will the server send obituary events to the clients. If this is set to 0, no obituary events will be sent. If set to any nonzero value, obituary events will be sent.
Type: [0|1]
Default: 1
g_dropMsg
Description:
Message to add to the drop screen when a client is kicked or banned.
Type: String
Default: " "
Example: g_dropMsg "Please protest ban on forums"
g_landmineNotifyType
Description:
Decide which landmine reveal notifications server should send.
Server can send two types of landmines reveal notification. Standard one, generated (sent) for each landmine revealed and summary one, which is sent after player spotting landmines stops using binoculars. It's generated after each binculars zoom.
Type: [0|1|2|3]
Parameters:
0 Only standard notfications (for each landmine revealed).
1 Only single summary notifications for one binocs zoom. New type of notification.
For example: during one binocs zoom, 3 mines were revealed, but only 1 summary notification is sent. It contains information: 3 mines spotted by "player name" and last one was in location "some location".
2 Don't send any landmine notifications.
3 Send all notifications.
For example: for 3 spotted landmines send 4 notifications (3 for each landmine + 1 summary notification).
Default: 3
Recommended: 1
g_settings
Description:
This should be set to the name of your settings.cfg file if you want to enable banners. See settings documentation for more information about this file.
Type: string
Default: ""
Example:
set g_settings "settings.cfg"
Flood Protection
g_floodprotect
Description:
Enable/disable silEnT flood protect. Flooding means that a client is sending too many messages to the server (vsays, callvotes, etc...). Enabling g_floodprotect disables the engine's sv_floodprotect functionality. If you enable g_floodprotect, make sure you set a value for g_floodthreshold.
Type: [0|1]
Default: 1
g_floodthreshold
Description:
The number of messages per second before ignoring the client's messages. Only in effect when g_floodprotect is turned on.
Type: Integer
Default: 6
g_floodWait
Description:
The minimum number of milliseconds between two messages when g_floodprotect is enabled. This is a hard limit so admins aren't allowed to override it. 1000 milliseconds copies sv_floodprotect behaviour. This CVAR should not have a value below 500 in order to keep a public server playable.
Type: integer
Default: 1000
g_voiceChatsAllowed
Description:
The number of voicechats allowed in minute.
Type: integer
Default: 4
Player Statistics, Rating and Team Balance
g_stats
Description:
This is a bitflag cvar used to control the way statistics are handled.
Type: bitmask
Parameters:
1 When shooting a corpse to gib, do not count it as a hit.
2 When shooting a corpse to gib, do not count it as a shot.
Default: 0
Note: Set this to 3 to use the behaviour of etmain and shrubet.
g_playerRating_mapPad
Description:
On an silEnT installation with little statistics history, !howfair will not print out very accurate data. g_playerRating_mapPad is a cvar that attempts to stabilize early !howfair results by adding a number of fake wins to each team. If you set it to 50, it starts with Axis = 50, Allies = 50 wins. This yields a map rating of 50% for both teams on that map. For every 2 real games played, 1 map pad value is ignored. So after 100 games, map pad is ignored (replaced with real games).
The higher map pad, the longer the values will stay near 50-50.
Type: integer
Default: 50
g_playerRating_minplayers
Description:
The minimum number of players that must participate in a map in order for it to count towards each player's player rating.
Type: integer
Default: 8
g_shuffle_rating
Description:
Sets the rating system used by shuffle.
Type: [ 1 | 2 | 3 | 4 | 5 ]
Parameters:
1 Use player XP
2 Use the rate at which players have gained XP since connecting.
3 Use the killRating (g_killRating must be nonzero)
4 Use the playerRating (g_playerRating must be nonzero)
5 Use the playerRating (g_playerRating must be nonzero), but take the map into account and give the teams closest to 50/50
Default: 3
g_killRating
Description:
When not set to 0, silEnT will track a player's killing ability using an ELO type statistic similar to chess. Each kill will increase a player's kill rating based on how hard the kill was. Killing unskilled players will result in very few points whereas an unskilled player killing a skilled player will result in more points. Kill rating also takes into account the weapon used (less for arty, more for knife).
See also g_shuffle_rating.
Type: bitmask
Parameters:
1 Use kill rating. A dummy flag since any non-zero value for g_killRating will enable it.
2 Make kill rating visible. Players can use /killrating and at the end of each map a message will display the top killers for the map and overall.
4 Log files will include the GUIDs of the players involved in kills. This makes kill tracking a lot easier.
Default: 3
g_playerRating
Description:
When not set to non zero positive value, silEnT will track a player's ability to win against good teams using an ELO type statistic similar to chess. Each win will increase a player's rating based on how hard the opposing team was. Skilled teams defeating less skilled teams will result in very few points whereas an relatively low- rated team defeating a good team will result in more points. Player rating also takes into account the number of players on each team (less points when a very large defeats a small one) and which side tends to win more often on the current map (e.g. Allies tend to win tc_base).
See also g_shuffle_rating.
Type: bitmask
Parameters:
1 Use player rating. A dummy flag since any non-zero value for g_playerRating will enable it.
2 Make player rating visible. Players can use /playerrating and at the end of each map a message will display the top player.
4 Put player rating on the scoreboard instead of the XP.
8 Print out extra info at the end of a round that can be used to further refine the playerrating model.
16 The same as flag 8 except a lot more info is output.
Default: 3
g_unevenTeamDiff
Description:
If g_teamForceBalance is set, setting g_unevenTeamDiff will notify all players when team numbers are off by g_unevenTeamDiff or more.
See also g_unevenTeamFreq
Type: integer
Default: 0
Example: Set to 0 to disable this feature
g_unevenTeamFreq
Description:
How often the team disparity notification occurs. Only valid when g_unevenTeamDiff is set to a positive value. Value is in seconds.
See also g_unevenTeamDiff
Type: integer
Default: 30
Class and Player Restrictions
team_maxPanzers
Description:
Server cvars team_maxPanzers, team_maxMortars, team_maxFlamers, team_maxMG42s, team_maxGrenLaunchers have identical behaviour. Limits the number of the given weapon per team.
You can either set it to a whole number to set a hard limit, or you can set it to a percentage value using the % symbol to limit based on the number of players on the team. When using percentage values, any partial values are rounded up.
You can also use a number such as "20%-" for this setting, in which case partial values will be rounded down
Only use integer values like 1 or 2 and NOT 1.0 or 2.5. If you refuse to do this and use a . in your cvar, the client will not display the restriction in the right way and people might not be able to use heavy weapons while they actually are available!
Example: set team_maxFlamers "2"
This will limit each team to 2 flamethrowers, regardless of how many players are on the team
Example: set team_maxFlamers "10%"
This will limit each team to having only 10% of their players as flamethrowers, and a team with few players (for example, 5) will be able to have 1 flamethrower. They will be able to have their second flamethrower when they have 11 players on the team.
Example: set team_maxFlamers "10%-"
This will limit each team to having only 10% of their players as flamethrowers, and a team will not be able to have any flamethrowers until there are 10 players in the team. They will be able to have their second flamethrower when there are 20 players on the team.
Set this to -1 to disable limits
Type: integer
Default: -1
team_maxMortars
Description:
Server cvars team_maxMortars, team_maxFlamers, team_maxMG42s, team_maxGrenLaunchers have identical behaviour. Limits the number of the given weapon per team.
You can either set it to a whole number to set a hard limit, or you can set it to a percentage value using the % symbol to limit based on the number of players on the team. When using percentage values, any partial values are rounded up.
You can also use a number such as "20%-" for this setting, in which case partial values will be rounded down
Only use integer values like 1 or 2 and NOT 1.0 or 2.5. If you refuse to do this and use a . in your cvar, the client will not display the restriction in the right way and people might not be able to use heavy weapons while they actually are available!
Example: set team_maxMortars "2"
This will limit each team to 2 flamethrowers, regardless of how many players are on the team
Example: set team_maxMortars "10%"
This will limit each team to having only 10% of their players as flamethrowers, and a team with few players (for example, 5) will be able to have 1 flamethrower. They will be able to have their second flamethrower when they have 11 players on the team.
Example: set team_maxMortars "10%-"
This will limit each team to having only 10% of their players as flamethrowers, and a team will not be able to have any flamethrowers until there are 10 players in the team. They will be able to have their second flamethrower when there are 20 players on the team.
Set this to -1 to disable limits
Type: integer
Default: -1
team_maxFlamers
Description:
You can either set it to a whole number to set a hard limit, or you can set it to a percentage value using the % symbol to limit based on the number of players on the team. When using percentage values, any partial values are rounded up.
You can also use a number such as "20%-" for this setting, in which case partial values will be rounded down
Only use integer values like 1 or 2 and NOT 1.0 or 2.5. If you refuse to do this and use a . in your cvar, the client will not display the restriction in the right way and people might not be able to use heavy weapons while they actually are available!
Example: set team_maxFlamers "2"
This will limit each team to 2 flamethrowers, regardless of how many players are on the team
Example: set team_maxFlamers "10%"
This will limit each team to having only 10% of their players as flamethrowers, and a team with few players (for example, 5) will be able to have 1 flamethrower. They will be able to have their second flamethrower when they have 11 players on the team.
Example: set team_maxFlamers "10%-"
This will limit each team to having only 10% of their players as flamethrowers, and a team will not be able to have any flamethrowers until there are 10 players in the team. They will be able to have their second flamethrower when there are 20 players on the team.
Set this to -1 to disable limits
Type: integer
Default: -1
team_maxMG42s
Description:
You can either set it to a whole number to set a hard limit, or you can set it to a percentage value using the % symbol to limit based on the number of players on the team. When using percentage values, any partial values are rounded up.
You can also use a number such as "20%-" for this setting, in which case partial values will be rounded down
Only use integer values like 1 or 2 and NOT 1.0 or 2.5. If you refuse to do this and use a . in your cvar, the client will not display the restriction in the right way and people might not be able to use heavy weapons while they actually are available!
Example: set team_maxMG42s "2"
This will limit each team to 2 flamethrowers, regardless of how many players are on the team
Example: set team_maxMG42s "10%"
This will limit each team to having only 10% of their players as flamethrowers, and a team with few players (for example, 5) will be able to have 1 flamethrower. They will be able to have their second flamethrower when they have 11 players on the team.
Example: set team_maxMG42s "10%-"
This will limit each team to having only 10% of their players as flamethrowers, and a team will not be able to have any flamethrowers until there are 10 players in the team. They will be able to have their second flamethrower when there are 20 players on the team.
Set this to -1 to disable limits
Type: integer
Default: -1
team_maxGrenLaunchers
Description:
You can either set it to a whole number to set a hard limit, or you can set it to a percentage value using the % symbol to limit based on the number of players on the team. When using percentage values, any partial values are rounded up.
You can also use a number such as "20%-" for this setting, in which case partial values will be rounded down
Only use integer values like 1 or 2 and NOT 1.0 or 2.5. If you refuse to do this and use a . in your cvar, the client will not display the restriction in the right way and people might not be able to use heavy weapons while they actually are available!
Example: set team_maxGrenLaunchers "2"
This will limit each team to 2 flamethrowers, regardless of how many players are on the team
Example: set team_maxGrenLaunchers "10%"
This will limit each team to having only 10% of their players as flamethrowers, and a team with few players (for example, 5) will be able to have 1 flamethrower. They will be able to have their second flamethrower when they have 11 players on the team.
Example: set team_maxGrenLaunchers "10%-"
This will limit each team to having only 10% of their players as flamethrowers, and a team will not be able to have any flamethrowers until there are 10 players in the team. They will be able to have their second flamethrower when there are 20 players on the team.
Set this to -1 to disable limits
Type: integer
Default: -1
team_maxMedics
Description:
Restricts the number of players that can play a specific class / team. You can either set it to a whole number to set a hard limit, or you can set it to a percentage value using the % symbol to limit based on the number of players on the team. When using percentage values, any partial values are rounded up.
You can use a number such as "20%-" for this setting, in which case partial values will be rounded down
Example: set team_maxMedics "5"
This will limit each team to 5 medics, regardless of how many players are on the team
Example: set team_maxMedics "15%"
This will limit each team to having only 15% of their players as medics, and a team with few players (for example, 3) will be able to have 1 medic. They will be able to have their second medic when they have 7 players on the team.
Example: set team_maxMedics "15%-"
This will limit each team to having only 15% of their players as medics, and a team will not be able to have medics until there are 7 players in the team. They will be able to have their second medic when there are 14 players on the team.
Set this to -1 to disable limits.
Type: string
Default: -1
team_maxEngineers
Description:
Restricts the number of players that can play a specific class / team. You can either set it to a whole number to set a hard limit, or you can set it to a percentage value using the % symbol to limit based on the number of players on the team. When using percentage values, any partial values are rounded up.
You can use a number such as "20%-" for this setting, in which case partial values will be rounded down
Example: set team_maxEngineers "5"
This will limit each team to 5 medics, regardless of how many players are on the team
Example: set team_maxEngineers "15%"
This will limit each team to having only 15% of their players as medics, and a team with few players (for example, 3) will be able to have 1 medic. They will be able to have their second medic when they have 7 players on the team.
Example: set team_maxEngineers "15%-"
This will limit each team to having only 15% of their players as medics, and a team will not be able to have medics until there are 7 players in the team. They will be able to have their second medic when there are 14 players on the team.
Set this to -1 to disable limits.
Type: string
Default: -1
team_maxFieldOps
Description:
Restricts the number of players that can play a specific class / team. You can either set it to a whole number to set a hard limit, or you can set it to a percentage value using the % symbol to limit based on the number of players on the team. When using percentage values, any partial values are rounded up.
You can use a number such as "20%-" for this setting, in which case partial values will be rounded down
Example: set team_maxFieldOps "5"
This will limit each team to 5 medics, regardless of how many players are on the team
Example: set team_maxFieldOps "15%"
This will limit each team to having only 15% of their players as medics, and a team with few players (for example, 3) will be able to have 1 medic. They will be able to have their second medic when they have 7 players on the team.
Example: set team_maxFieldOps "15%-"
This will limit each team to having only 15% of their players as medics, and a team will not be able to have medics until there are 7 players in the team. They will be able to have their second medic when there are 14 players on the team.
Set this to -1 to disable limits.
Type: string
Default: -1
team_maxCovertOps
Description:
Restricts the number of players that can play a specific class / team. You can either set it to a whole number to set a hard limit, or you can set it to a percentage value using the % symbol to limit based on the number of players on the team. When using percentage values, any partial values are rounded up.
You can use a number such as "20%-" for this setting, in which case partial values will be rounded down
Example: set team_maxCovertOps "5"
This will limit each team to 5 medics, regardless of how many players are on the team
Example: set team_maxCovertOps "15%"
This will limit each team to having only 15% of their players as medics, and a team with few players (for example, 3) will be able to have 1 medic. They will be able to have their second medic when they have 7 players on the team.
Example: set team_maxCovertOps "15%-"
This will limit each team to having only 15% of their players as medics, and a team will not be able to have medics until there are 7 players in the team. They will be able to have their second medic when there are 14 players on the team.
Set this to -1 to disable limits.
Type: string
Default: -1
g_teamDamageRestriction
Description:
When greater than 0, anybody that has this percentage of hits inflicted on a teammate will automatically be kicked. A minimum of g_minhits hits total required before this is calculated. Client can see current stats for themselves by doing a /damage in console. Implemented to mimic shrub behavior as much as is possible, there are other ways to implement this feature, which may be implemented in addition to current manner.
Type: integer
Default: 0
g_minHits
Description:
Minimum number of damaging hits required before calculating if player has reached g_teamDamageRestriction threshold. Flamethrower and landmine hits are adjusted similar to shrub. Medics get -2 hits for every revive.
Type: integer
Default: 6
g_minAirstrikeTime
Description:
The time (in seconds) that must elapse between airstrikes PER TEAM.
Type: integer
Default: 10
g_minArtyTime
Description:
The time (in seconds) that must elapse between airtillery strikes PER TEAM. Attempts to do airstrike before the timeout will get "Insuffient fire support" message.
Type: integer
Default: 10
g_maxTeamLandmines
Description:
Sets the maximum number of landmines a team can have planted at any given time. This value should be 0 or greater.
Type: integer
Default: 10
g_maxTeamTripmines
Description:
Sets the maximum number of tripmines a team can have planted at any given time. This value should be 0 or greater.
Type: integer
Default: 3
g_minGameClients
Description:
The number of clients needed to start a match.
Type: integer
Default: 0
g_maxGameClients
Description:
The maximum allowed amount of active clients.
Type: integer
Default: 0
Gametypes
Campaign
Objective
Last Stand
Map Voting
This gametype allows for the players to decide on the map that is played next. When g_gametype is set to 6 a new screen is introduced during intermission. This screen list, depending on server configuration, a list of up to 32 maps that are loaded on the server, and that all players can vote on. Once intermission ends, the server totals the votes, and plays the next map based upon the vote results
- Miscellaneous notes about mapvoting
Total maps allowed is 32. If server admin has more than 32 .bsp files, only the first 32 are used Tie breaker. The default tie-breaker is such that if 2 or more maps are tied with the same number of votes, the map that was played most recently is selected. Bots and connecting players do NOT count for mapvoting, everyone else (including spectators) does. If no maps are voted for, the default "nextmap" cvar is used, so server admins have to specify a default map cycle of sort, usually in the following format:
set d1 "set g_gametype 6 ; map oasis ; set nextmap vstr d2"
set d2 "set g_gametype 6 ; map battery ; set nextmap vstr d3"
set d3 "set g_gametype 6 ; map goldrush ; set nextmap vstr d1"
vstr d1
This means that the default map, upon server start, will be oasis. From there, map voting will be used. If at any point, no map is voted for, battery will be played, etc
g_mapVoteFlags
Description:
This cvar enables map voting so players can vote for the nextmap during intermission.
Only valid when g_gametype is 6 (see Map Voting)
Type: bitmask
Parameters:
1 Changes the tie breaker so that the map not played in the longest wins
2 Intermission doesn't end until g_intermissionReadyPercent people have voted. If there are no players connected to the server, intermission will end at the timeout. (WARNING: This means that if there are spectators connected and not voting, the next map will not load until those spectators either vote, disconnect, or get kicked by the system)
4 Multi vote: Allows everybody to vote for 3 maps instead of one, first choice map gets 3 votes, second choice gets 2, third choice gets one
8 Don't randomize the maps, so they will always appear in the same order
16 A passed nextmap vote (when g_gametype is 6) will start the intermission and lets players vote which map should be played next. NOTE: this makes one of the two teams be displayed as winner
Default: 0
g_maxMapsVotedFor
Description:
How many maps are available to players for voting upon during intermission.
Only valid when g_gametype is 6 (see Map Voting)
Type: integer
Default: 6
g_minMapAge
Description:
How long a map is ineligible for voting during intermission, after it is played last time.
Only valid when g_gametype is 6 (see Map Voting)
Type: integer
Default: 3
g_resetXPMapCount
Description:
How many maps occur before XP is reset. If g_XPSave flag 4 is set, g_resetXPMapCount is ignored. Similarly, if g_resetXPMapCount is set to 0, it is the same as setting g_XPSave flag 4
Only valid when g_gametype is 6 (see Map Voting)
Type: integer
Default: 0
g_excludedMaps
Description:
Used to exclude map that would otherwise be listed in the map voting list. The format is ":map1:map2:map3:", where mapX is the .bsp name. Note that each mapname must be fully surrounded by ":" otherwise the map will not be excluded.
Only valid when g_gametype is 6 (see Map Voting)
Type: string
Default: ""
Team Death Match (TDM)
g_TDMType
Description:
The type of the played Team Death Match.
Type: [ 1 | 2 | 3 ]
Parameters:
1 Map ends only when timelimit hits
2 Map ends when either the target score is reached or the timelimit hits
3 Map ends only when the target score is reached
Default: 0
g_TDMOptions
g_TDMScore
g_TDMObjBonus
Mapconfigs and Mapscripts
g_mapConfigs
g_mapScriptDirectory
g_campaignFile
Censoring
g_censor
g_censorNames
g_censorPenalty
g_censorNeil
g_censorNeilNames
g_censorMuteTime
g_censorXP
Voting
g_voting
vote_limit
vote_percent
vote_allow_comp
vote_allow_gametype
vote_allow_kick
vote_allow_map
vote_allow_matchreset
vote_allow_mutespecs
vote_allow_nextmap
vote_allow_pub
vote_allow_referee
vote_allow_shuffleteamsxp
vote_allow_swapteams
vote_allow_friendlyfire
vote_allow_timelimit
vote_allow_warmupdamage
vote_allow_antilag
vote_allow_balancedteams
vote_allow_muting
vote_allow_surrender
vote_allow_restartcampaign
vote_allow_nextcampaign
vote_allow_poll
vote_allow_maprestart
vote_allow_shufflenorestart
vote_allow_cointoss
vote_allow_putspec
vote_block_maprestart
vote_block_matchreset
vote_block_shuffleteamsxp
vote_block_shufflenorestart
vote_block_nextmap
vote_block_swapteams
vote_block_surrender
vote_block_map
vote_block_timelimit
vote_block_poll
vote_block_nextcampaign
vote_block_restartcampaign
g_noVoteTime
g_voteResultsMinLevel
g_votedMuteLength
Weapons, Classes and Skills
g_poison
g_poisonFlags
g_medics
g_medicHealthRegen
g_throwableKnives
g_maxKnives
g_knifeChargeTime
g_constructibleXPSharing
g_asblock
g_panzersSpeed
g_panzersGravity
g_dyno
g_canisterKick
g_canisterKickOwner
g_reflectFriendlyFire
g_reflectFFWeapons
g_friendlyFireOpts
g_staminaRecharge
g_mineid
g_medicSelfhealTime
g_maxPanzerSuicides
g_panzerPackDistance
g_weapons
g_classWeapons
g_mg42
g_coverts
g_enableTMines
skill_soldier
skill_medic
skill_engineer
skill_fieldops
skill_covertops
skill_battlesense
skill_lightweapons
g_panzersVulnerable
Weapon Damage and Radius Settings
g_dmgKnife
g_dmgSten
g_dmgFG42
g_dmgPisto
g_dmgSMG
g_dmgMG42
g_dmgMG
g_dmgFG42Scope
g_dmgInfRifle
g_dmgSniper
g_dmgFlamer
g_dmgGrenade
g_dmgGrenadeRadius
g_dmgGLauncher
g_dmgGLauncherRadius
g_dmgTMine
g_dmgLandmine
g_dmgLandmineRadius
g_dmgSatchel
g_dmgSatchelRadius
g_dmgPanzer
g_dmgPanzerRadius
g_dmgMortarRadius
g_dmgDynamite
g_dmgDynamiteRadius
g_dmgAir
g_dmgAirRadius
g_dmgArty
g_dmgArtyRadius
g_dmg
g_dmgHeadShotMin
g_dmgHeadShotRatio
g_knifeThrowDamage
g_dmgPPSh
Hitboxes, Physics & Anti Lag Settings
g_antilagDelay
g_fixedphysics
g_fixedphysicsfps
g_antiwarp
g_realHead
g_skipCorrection
g_maxWarp
Miscallenous
g_packDistance
g_dropHealth
g_dropAmmo
g_tossDistance
g_intermissionTime
g_intermissionReadyPercent
g_skills
g_misc
Description
Miscallenous options.
Parameters
Type: bitmask
1 Enable double jump.
2 Enable binoc master competition. Requires g_weapons 64 to be set.
4 When a player is killed he can see the HP the killer has left.
8 Disable self damage.
16 Players can not jump if stamina is too low.
32 Enable Jaymod style doublejump.
64 Disable Falling Damage.
128 Announce revives.
Default: 0