Silent Mod Server Cvar

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Revision as of 17:55, 26 September 2011 by Gaoesa (talk | contribs) (→‎g_fear)

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

Description:

Possible options for the played Team Death Match.

Type: bitmask

Parameters:

1 Map voting is enabled during the intermission (i.e. The players vote for the next map to play during the intermission.)

2 Completing the map objective will give the team score bonus that is controlled by the g_TDMObjBonus server cvar

4 Teams get negative points when they do selfkills or teamkills

8 Players cannot selfkill during the TDM. Regardless of other selfkill settings the server has configured

Default: 5

g_TDMScore

Description:

This is the target score the teams attempt to make to win the game in TDM game types 2 and 3.

Type: integer

Default: 100

g_TDMObjBonus

Description:

This is the value that is added to the team score if the team completes the map objective. Adding the bonus does not depend of the TDM type.

Type: integer

Default: 20

Mapconfigs and Mapscripts

g_mapConfigs

Description:

On each map load, the silEnT server will execute 2 configs if possible. The default.cfg and after that a map specifig config file [mapname].cfg. For example if you set g_mapConfigs to 'mapcfg', when the map fueldump starts, the server will try to exec 'mapcfg/fueldump.cfg'.

Set this to "" to disable it.

Set this to "." to look for the cfg file in the current directory (fs_homepath).

When in g_gametype 6 mode (Map Voting) and g_resetXPMapCount is set, an additional file named vote_X.cfg is also exec'ed. X indicates the position of the next map in the campaign. For example, vote_2.cfg will exec'ed such that when map 1 ends, any cvars in vote_2.cfg will affect map voting for map 2.

Type: string

Default: ""

g_mapScriptDirectory

Description:

Similar to ETPro's b_mapscriptsdirectory. Set it to the name of a directory in your fs_path that contains custom map scripts. For example you can copy the 'etpromapscripts' directory from the ETPro distribution to your 'silent' directory and add: set g_mapScriptDirectory "etpromapscripts" to your cfg. Setting g_mapScriptDirectory to "" disables any use of map .script files.

Note:

It is strongly recommended that you use the map scripts distributed with silEnT or ETPub since these updated scripts fix very important bugs in some of the original map scripts.

Type: string

Default: ""

g_campaignFile

Description:

Similar to ETPro's b_campaignFile. If you set this to the name of a file in your fs_path it will be interpreted as a .campaign script and all other .campaign scripts in your pk3 files will be ignored. This is useful for making custom campaigns since you don't need to offer a pk3 file containing a custom .campaign script for all clients to download. However, if the client has not downloaded this .campaign file in a pk3, they will not see information about the campaign.

Such information includes:

  • will not display in the VOTE -> MAP list
  • map locations will not draw on the map of Europe.
  • campaign description will not draw in the right panel
  • total number of maps and current maps order in the campaign
  • will not be shown in the intermission screens.

Also, even though the built-in campaigns cmpgn_centraleurope and cmpgn_northafrica will not be valid, they will still appear in the client's VOTE -> MAP menu. If a vote for one of them passes, nothing will happen.

Setting this to "" disables it.

Type: string

Default: ""

Censoring

g_censor

Description:

A comma delimited string of words that will be censored from the chat.

Type: string

Default: ""

g_censorNames

Description:

A comma delimited string of words that will be censored from the player names.

Type: string

Default: ""

g_censorPenalty

Description:

This controls the censoring behaviour.

Type: bitmask

Parameters:

1 Kill the player

2 Kick players with names containing words in g_censorNames

4 Kill, but don't gib

8 Auto-mute for g_censorMuteTime [60] seconds

16 Lose the amount of xp specified in g_censorXP

32 Burn

Default: 0

Note:

If you use both 1 and 4, it will gib (like shrub did).

g_censorNeil

Description:

Use Neil Toronto's censor filter. It'll catch some symbol and number replacements, and spaces now. It also adds some common words and common words with "swears" in them that should really be OK. For example, it will not censor "assassin" but it will censor "ass".

Type: [0|1]

Default: 0

g_censorNeilNames

Description:

Use Neil Toronto's censor filter for player names. See g_censorNeil description for details.

Type: [0|1]

Default: 0

g_censorMuteTime

Description:

The number of seconds to auto-mute as a censor penalty. Only works if bitflag 8 is added to g_censorPenalty.

Type: integer

Default: 60

g_censorXP

Description:

The amount of XP to lose as a censor penalty. Only works if bitflag 16 is added to g_censorPenalty.

Type: integer

Default: 5

Voting

g_voting

Description:

Control's voting behaviour.

Type: bitmask

Parameters:

1 Votes will pass on the number of votes cast rather than total eligible voters.

2 Votes that pass do not count against the vote_limit for the caller.

4 " (called by NAME)" is appended to the vote description where NAME is the name of the player that called the vote.

8 Show the number of YES and NO votes after a votes has passed or failed. This also shows if a vote is canceled or passed by an admin.

Default: 0

vote_limit

Description:

This value defines how many votes one player can invoke during one map.

Type: integer

Default: 5

vote_percent

Description:

The required percentage of yes votes for the vote to pass.

Type: integer

Default: 50

vote_allow_comp

Description:

Allows voting for competition settings.

Type: [0|1]

Default: 1

vote_allow_gametype

Description:

Allows voting for gametype.

Type: [0|1]

Default: 1

vote_allow_kick

Description:

Allows voting for kicking a player.

Type: [0|1]

Default: 1

vote_allow_map

Description:

Allows voting for map to be played.

Type: [0|1]

Default: 1

vote_allow_matchreset

Description:

Allows voting for restarting the match.

Type: [0|1]

Default: 1

vote_allow_mutespecs

Description:

Allows voting for muting spectators.

Type: [0|1]

Default: 1

vote_allow_nextmap

Description:

Allows voting for starting the next map in the map rotation.

Type: [0|1]

Default: 1

vote_allow_pub

Description:

Allows voting for public game settings.

Type: [0|1]

Default: 1

vote_allow_referee

Description:

Allows voting for making a player a referee.

Type: [0|1]

Default: 1

vote_allow_shuffleteamsxp

Description:

Allows voting for shuffling teams based on XP.

Type: [0|1]

Default: 1

vote_allow_swapteams

Description:

Allows voting for swapping the teams. Allied players go to the axis team and axis players go to the allied team.

Type: [0|1]

Default: 1

vote_allow_friendlyfire

Description:

Allows voting for enabling/disabling friendly fire.

Type: [0|1]

Default: 1

vote_allow_timelimit

Description:

Allows voting for changing the map time.

Type: [0|1]

Default: 1

vote_allow_warmupdamage

Description:

Allows voting for enabling/disabling/enemies only warmup damage.

Type: [0|1]

Default: 1

vote_allow_antilag

Description:

Allows voting for enabling/disabling antilag.

Type: [0|1]

Default: 1

vote_allow_balancedteams

Description:

Allows voting for enabling/disabling balanced teams enforcing.

Type: [0|1]

Default: 1

vote_allow_muting

Description:

Allows voting for muting/unmuting a player.

Type: [0|1]

Default: 1

vote_allow_surrender

Description:

Allows voting for surrendering the played map.

Type: [0|1]

Default: 1

vote_allow_restartcampaign

Description:

Allows voting for restarting the campaign.

Type: [0|1]

Default: 1

vote_allow_nextcampaign

Description:

Allows voting for changing the campaign to the next one in the campaign rotation.

Type: [0|1]

Default: 1

vote_allow_poll

Description:

Allows making freely written polls using the vote system.

Type: [0|1]

Default: 1

vote_allow_maprestart

Description:

Allows voting for restarting the played map.

Type: [0|1]

Default: 1

vote_allow_shufflenorestart

Description:

Allows voting for shuffling teams without restarting the map.

Type: [0|1]

Default: 1

vote_allow_cointoss

Description:

Allows voting for doing cointoss.

Type: [0|1]

Default: 1

vote_allow_putspec

Description:

Allows voting for moving a player to the spectators.

Type: [0|1]

Default: 1

vote_block_maprestart

Description:

Defines how many seconds from the beginning of the map is the voting for restarting the map allowed.

Type: integer

Default: 300

vote_block_matchreset

Description:

Defines how many seconds from the beginning of the map is the voting for restarting the match allowed.

Type: integer

Default: 300

vote_block_shuffleteamsxp

Description:

Defines how many seconds from the beginning of the map is the voting for shuffling the teams allowed.

Type: integer

Default: 300

vote_block_shufflenorestart

Description:

Defines how many seconds from the beginning of the map is the voting for shuffling the teams without restarting the map allowed.

Type: integer

Default: 300

vote_block_nextmap

Description:

Defines how many seconds from the beginning of the map is the voting for starting the next map in the map rotation allowed.

Type: integer

Default: 300

vote_block_swapteams

Description:

Defines how many seconds from the beginning of the map is the voting for swapping the teams allowed.

Type: integer

Default: 300

vote_block_surrender

Description:

Defines how many seconds from the beginning of the map is the voting for surrendering the map allowed.

Type: integer

Default: 300

vote_block_map

Description:

Defines how many seconds from the beginning of the map is the voting for played map allowed.

Type: integer

Default: 300

vote_block_timelimit

Description:

Defines how many seconds from the beginning of the map is the voting for changing the map time allowed.

Type: integer

Default: 300

vote_block_poll

Description:

Defines how many seconds from the beginning of the map is the voting for polls allowed.

Type: integer

Default: 300

vote_block_nextcampaign

Description:

Defines how many seconds from the beginning of the map is the voting for next campaign allowed.

Type: integer

Default: 300

vote_block_restartcampaign

Description:

Defines how many seconds from the beginning of the map is the voting for restarting the campaign allowed.

Type: integer

Default: 300

g_noVoteTime

Description:

Defines how many seconds must pass between two votes.

Type: integer

Default: 0

g_voteResultsMinLevel

Description:

Defines the minimum admin level for the players to see the results of the votes.

Type: integer

Default: -1

g_votedMuteLength

Description:

Defines the length in seconds of the mute issued by a passed mute vote. You can use modifiers with this value.

Type: integer

Default: 3h

Weapons, Classes and Skills

g_poison

Description:

Gives medics the ability to poison enemies by sticking with their medic syringe. Enemies will be damaged at g_poison/second when g_poison is set to a value more than 0. Setting to 0 will disable poison needles.

Type: integer

Default: 0

g_poisonFlags

Description:

Controls the effects of g_poison.

Type: bitmask

Parameters:

1 Poisoned player's screen shakes.

2 Other players see the poisoned player's head shaking.

4 Poisoned player appears to bend over (hurl) every 2 seconds. (poisoned player does not see this happen.)

8 Poisoned player cannot use +attack. NOTE: because of client side prediction, the client may see the gun firing occasionally if they hold down +attack, but no shots are fired.

16 Poisoned player is disoriented (view turned upside down).

Default: 7

g_medics

Description:

Controls various aspects of the medic, to nerf or otherwise change their behavior.

Type: bitmask

Parameters:

1 Medics can't pick up their own health packs to cure themselves of poison needle effects.

2 Medics can't pick up their own health packs at all.

4 A level 4 medic will always be revived to full health (no matter what the level of the reviving medic is).

8 Value is not in use.

16 Medics do not spawn with akimbo pistols, regardless of their light weapons skill.

32 Medics spawn with pistol only, and can't pick up SMG of either team. However, any class can steal a medics uniform, if the g_classChange is set to 1, and receive the medic benefits while retaining their current weapons, including akimbos and SMG.

64 Medics can use syringes to heal living teammates as an alternative to the tk/revive cycle.

128 Level 4 medics can inject other players with their adrenaline. This can be done when holding the revive needle by pressing the alt-fire button, or with the /adrenother client command.

256 Level 4 medics cannot adrenaline self. If this flag is on, Medics will not receive adrenaline upon reaching level 4. (This won't affect flag 128)

Default: 0

g_medicHealthRegen

Description:

The rate at which medics regenerate health (in HP per second). This rate is divided into two parts: The first is from 1 to 110-125 HP (depending on the number of medics per team), and then above that. The system default is 3/2 (3 HP per second, then 2 HP per second).

Type: [ 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 ]

Parameters:

0 3/2

1 2/2

2 2/1

3 2/0

4 1/1

5 1/0

6 0/0

7 0/1

8 0/2

Default: 0

g_throwableKnives

Description:

Enable knife throwing. The amount of throwable knives is g_maxKnives - 1. Any non zero value will enable knife throwing.

Type: [0|1]

Default: 0

g_maxKnives

Description:

Maximum number of knives a player can posses. Take note that if g_throvableKnives is enabled, the last knife cannot be thrown.

Type: integer

Default: 5

g_knifeChargeTime

Description:

How long it takes in milliseconds for the "knife" to charge to the maximum throw speed/force.

Type: integer

Default: 800

g_constructibleXPSharing

Description:

When multiple engineers help build a constructible, each gets his share of XP once the constructible is build. The share of gained XP is proportional to how much the engineer built.

Type: [0|1]

Default: 0

g_asblock

Description:

Airstrike blocking.

Type: bitmask

Parameters:

1 Make an announcement whenever an airstrike is blocked.

2 A player may easily block an airstrike by crouching, standing, or proning over the enemy's canister to block the airstrike.

4 Reserved.

8 Lvl 3 FieldOPs and higher cannot have the airstrikes blocked by players.

16 Disables teammates blocking airstrikes.

32 Give 2 Battle Sense XP to player that blocks the air strike. No XP given for blocking teammates or your own air strike.

Default: 0

g_panzersSpeed

Description:

Speed of the panzers. Normal panzer speed is 2500.

Type: integer

Default: 2500

g_panzersGravity

Description:

If set to 1, panzer trajectory will be affected by gravity.

Type: [0|1]

Default: 0

g_dyno

Description:

Dynamite Behaviour.

Type: bitmaks

Parameters:

1 Sudden Death Dynamites enabled. If there is 30 seconds or less on the clock and dynamite is planted on an objective, the clock will continue to run past zero. The match will not end until the dynamite either explodes, or is disarmed. You are not allowed to plant additional dynamite during sudden death.

2 Dynamite chaining enabled. Dynamite will cause other similar dynamites to explode when exploding (only if within blast radius). Dynamites not planted on an objective will blow any other dynamite not on an objective. Dynamite planted on an objective will only blow dynamite on the same objective.

4 Adds a dynamite symbol with the location and the time remaining to all the players on the team of the player who plants the dynamite. This will only happen when dynamite is placed on an objective. The players in the other team will see the dynamite symbol too, but they won't see the time remaining.

8 Dynamite cannot be disarmed by your team (inlcuding yourself), so only the other team can defuse it.

16 Enable dynamite ID. You can see the owner of a dynamite when you point at it.

Default: 0

g_canisterKick

Description:

Canister and grenade kicking.

Allows players to kick smoke, and air strike canisters, along with grendaes. The integer adjust the amount of force put behind the kick. 75 is a good value, anything below 60 is about useless, and above about 125 is probably too much.

Type: integer

Default: 0

g_canisterKickOwner

Description:

Kicked Canister Ownership.

Type: [0|1]

Parameters:

0 Kicker does not take ownership of the canister.

1 Kicker takes ownership of the canister.

Default: 0

g_reflectFriendlyFire

Description:

Similar to Shrub's g_friendlyfire 2 cvar. A multiplier value that determines how much friendly-fire damage, if any, is reflected back to the player that caused the damage. This setting is independent of g_friendlyfire, so damage can be set to reflect on both FF and non-FF servers.

A value of 1.0 would reflect full damage.

A value of 0.5 would reflect half damage.

Set to 0 to disable reflected friendly fire.

Type: float

Default: 0.0

g_reflectFFWeapons

Description:

Selects which category of weapon will reflect when g_reflectFriendlyFire is non-zero.

Type: bitmask

Parameters:

1 Enable reflected damage for Firearms (all types of guns)

2 Enable reflected damage for Grenades and grenade launchers

4 Enable reflected damage for Knives (includes thrown knives)

8 Enable reflected damage for Panzers

16 Enable reflected damage for Flamethrowers

32 Enable reflected damage for Mortars

64 Enable reflected damage for Satchel Charges

128 Enable reflected damage for Artillery and Air Strikes

256 Enable reflected damage for Dynamite and Construction Damage

512 Enable reflected damage for Landmines

Default: 31

Note:

Setting this value to zero will override any multiplier set via g_reflectFriendlyFire, effectively disabling reflecting damage.

g_friendlyFireOpts

Description:

Allows greater control over friendly fire events.

Type: bitmask

Parameters:

1 Landmines ALWAYS damage teammates regardless of g_friendlyfire setting

2 Allow 'grenade boosting' when friendly fire is off

4 Non-engineer players do not trigger landmines on their own team

8 Players do not trigger trip mines on their own team

Default: 0

g_staminaRecharge

Description:

Multiplies the rate at which stamina is rebuilt. Setting this value to zero will cause players to not regain any stamina once it is used except through the use of adrenalin.

Type: float

Default: 1.0

g_mineid

Description:

Turns on identification of your teammates landmines.

Type: [0|1]

Default: 0

g_medicSelfhealTime

Description:

The time in milliseconds that a medic cannot heal himself after being hit.

Type: integer

Default: 0

g_maxPanzerSuicides

Description:

When set, a player can kill himself g_maxPanzerSuicides times with a panzerfaust. The next panzerselfkill will result in a panzer shooting medpacks.

The amount of suicides is reset every map.

Set to -1 to disable, -2 to always enable (no normal panzers anymore)

Type: integer

Default: -1

g_panzerPackDistance

Description:

Set the g_packDistance for the medpacks fired by the panzerfaust when g_maxPanzerSuicides is enabled.

Set to 0 to use default (etmain)

Type: integer

Default: 0

g_weapons

Description:

This is meant to match the shrubmod g_weapons cvar.

Type: bitmask

Parameters:

1 Level 0 field ops doesn't get binoculars (unless he has >= level 1 Battle Sense)

2 Syringes work underwater

4 Pliers work underwater

8 Fully restore Field ops charge bar if airstrike is aborted

16 Half restore FIeld ops charge bar if airstrike is aborted

32 Ammo packs restore helmets

64 Drop binoculars if player has them

128 Soldiers with level 4 heavy weapons don't lose their pistols

256 Garands can reload when clip is not empty

512 Balance the clip size between the allies and axis rifles. allied rifles get same clip sizes and max ammo as the k43.

1024 Creates a hitbox for mortar shells. This reduces (or eliminates in some cases) the ability to fire mortars through smaller windows and bunker slits.

2048 Knives will always gib a body (not a player, use g_dmgKnife instead if you want that)

4096 Extra ammo is included with dropped weapons.

Default: 0

g_classWeapons

Description:

This cvar enables certain weapons per class. So far, only PPSH enablement is implemented.

Type: bitmask

Parameters:

1 Enable PPSH for soldiers

2 Enable PPSH for engineers

4 Enable PPSH for fieldops

Default: 7

g_mg42

Description:

This cvar controls optional machine gun behaviour.

Type: bitmask

Parameters:

1 Machine Guns can make headshots

2 Machine Guns can reload when clip is not empty

Default: 0

g_coverts

Description:

Controls various aspects of the Covert Op class.

Type: bitmask

Parameters:

1 Level 4 Coverts have more accurate scoped weapons.

2 Disguised coverts can only be identified with the "crosshair name" by level 4 Field Ops.

4 After detonating a satchel charge, the primary weapon will be selected instead of satchel again.

8 Coverts in disguise take half the normal combat damage.

16 Coverts in disguise take no splash damage.

32 Coverts do not automatically lose their uniform if an enemy sees them firing a weapon.

64 Coverts do not automatically lose their uniform if they fire a non-silent weapon.

128 Coverts do not automatically lose their uniforms if they attach to an emplaced MG weapon. Note that this flag has nothing to do with firing.

256 Coverts are awarded xp for constructive use of smoke.

512 Coverts will lose their uniform if an enemy sees him using ANY weapon (otherwise knife/satchel/smoke/binoc will never lose uni).

1024 A disguised covert can still steal enemy uniforms.

Default: 0

g_enableTMines

Description:

Disables/enables tripmines. Tripmines are available only for engineers.

Type: [0|1]

Default: 1

skill_soldier

Description:

Customizes the experience points necessary to go up in soldier ranks. The setting consist of four space-separated integers indicating the number of XP required to reach a rank.

A string such as "3 10 10 10" indicates that 3 points are required to go up the first rank, and the next three ranks are granted when the player has 10 points.

You can also grant levels upon connection by using a value like "0 0 20 100". This would mean that the first two ranks would be granted upon connection, and the third and fourth ranks would be granted at 20 and 100 points, respectively.

Type: string

Default: "20 50 90 140"

skill_medic

Description:

Customizes the experience points necessary to go up in medic ranks. The setting consist of four space-separated integers indicating the number of XP required to reach a rank.

A string such as "3 10 10 10" indicates that 3 points are required to go up the first rank, and the next three ranks are granted when the player has 10 points.

You can also grant levels upon connection by using a value like "0 0 20 100". This would mean that the first two ranks would be granted upon connection, and the third and fourth ranks would be granted at 20 and 100 points, respectively.

Type: string

Default: "20 50 90 140"

skill_engineer

Description:

Customizes the experience points necessary to go up in engineer ranks. The setting consist of four space-separated integers indicating the number of XP required to reach a rank.

A string such as "3 10 10 10" indicates that 3 points are required to go up the first rank, and the next three ranks are granted when the player has 10 points.

You can also grant levels upon connection by using a value like "0 0 20 100". This would mean that the first two ranks would be granted upon connection, and the third and fourth ranks would be granted at 20 and 100 points, respectively.

Type: string

Default: "20 50 90 140"

skill_fieldops

Description:

Customizes the experience points necessary to go up in fieldop ranks. The setting consist of four space-separated integers indicating the number of XP required to reach a rank.

A string such as "3 10 10 10" indicates that 3 points are required to go up the first rank, and the next three ranks are granted when the player has 10 points.

You can also grant levels upon connection by using a value like "0 0 20 100". This would mean that the first two ranks would be granted upon connection, and the third and fourth ranks would be granted at 20 and 100 points, respectively.

Type: string

Default: "20 50 90 140"

skill_covertops

Description:

Customizes the experience points necessary to go up in covert op ranks. The setting consist of four space-separated integers indicating the number of XP required to reach a rank.

A string such as "3 10 10 10" indicates that 3 points are required to go up the first rank, and the next three ranks are granted when the player has 10 points.

You can also grant levels upon connection by using a value like "0 0 20 100". This would mean that the first two ranks would be granted upon connection, and the third and fourth ranks would be granted at 20 and 100 points, respectively.

Type: string

Default: "20 50 90 140"

skill_battlesense

Description:

Customizes the experience points necessary to go up in battle sense ranks. The setting consist of four space-separated integers indicating the number of XP required to reach a rank.

A string such as "3 10 10 10" indicates that 3 points are required to go up the first rank, and the next three ranks are granted when the player has 10 points.

You can also grant levels upon connection by using a value like "0 0 20 100". This would mean that the first two ranks would be granted upon connection, and the third and fourth ranks would be granted at 20 and 100 points, respectively.

Type: string

Default: "20 50 90 140"

skill_lightweapons

Description:

Customizes the experience points necessary to go up in light weapon ranks. The setting consist of four space-separated integers indicating the number of XP required to reach a rank.

A string such as "3 10 10 10" indicates that 3 points are required to go up the first rank, and the next three ranks are granted when the player has 10 points.

You can also grant levels upon connection by using a value like "0 0 20 100". This would mean that the first two ranks would be granted upon connection, and the third and fourth ranks would be granted at 20 and 100 points, respectively.

Type: string

Default: "20 50 90 140"

g_panzersVulnerable

Description:

If set to 1, panzers that are shot in mid-air will explode.

Type: [0|1]

Default: 0

Weapon Damage and Radius Settings

g_dmgKnife

Description:

Amount of damage done by the knife.

Type: integer

Default: 10

g_dmgSten

Description:

Amount of damage done by the sten.

Type: integer

Default: 14

g_dmgFG42

Description:

Amount of damage done by the FG-42.

Type: integer

Default: 15

g_dmgPistol

Description:

Amount of damage done by the pistol weapons.

Type: integer

Default: 18

g_dmgSMG

Description:

Amount of damage done by the SMG weapons (Thompson and MP-40).

Type: integer

Default: 18

g_dmgMG42

Description:

Amount of damage done by the MG42.

Type: integer

Default: 18

g_dmgMG

Description:

Amount of damage done by an emplaced MG.

Type: integer

Default: 20

g_dmgFG42Scope

Description:

Amount of damage done by the FG-42 when scoped.

Type: integer

Default: 30

g_dmgInfRifle

Description:

Amount of damage done by unscoped rifles (K43 and Garand).

Type: integer

Default: 34

g_dmgSniper

Description:

Amount of damage done by a scoped Garand or K43.

Type: integer

Default: 50

g_dmgFlamer

Description:

Amount of damage done by the a flamethrower. Also controls the per-tick damage done to a player who has been set on fire by a flamethrower and is still burning.

Type: integer

Default: 5

g_dmgGrenade

Description:

Amount of damage done by a grenade.

Type: integer

Default: 250

g_dmgGrenadeRadius

Description:

Blast radius of a grenade.

Type: integer

Default: 250

g_dmgGLauncher

Description:

Amount of damage done by an engineer's grenade-launcher grenades.

Type: integer

Default: 250

g_dmgGLauncherRadius

Description:

Blas radius of an engineer's grenade-launcher grenades.

Type: integer

Default: 250

g_dmgTMine

Description:

Amount of damage done by a tripmine.

Type: integer

Default: 260

g_dmgLandmine

Description:

Amount of damage done by a landmine.

Type: integer

Default: 250

g_dmgLandmineRadius

Description:

Blast radius of a landmine.

Type: integer

Default: 250

g_dmgSatchel

Description:

Amount of damage done by a satchel.

Type: integer

Default: 250

g_dmgSatchelRadius

Description:

Blast radius of a satchel.

Type: integer

Default: 250

g_dmgPanzer

Description:

Amount of damage done by a panzerfaust rocket.

Type: integer

Default: 400

g_dmgPanzerRadius

Description:

Blast radius of a panzerfaust rocket.

Type: integer

Default: 300

g_dmgMortar

Description:

Amount of damage done by a mortar round.

Type: integer

Default: 400

g_dmgMortarRadius

Description:

Blast radius of a mortar round.

Type: integer

Default: 400

g_dmgDynamite

Description:

Amount of damage done by a dynamite.

Type: integer

Default: 400

g_dmgDynamiteRadius

Description:

Blast radius of a dynamite.

Type: integer

Default: 400

g_dmgAir

Description:

Amount of damage done PER BOMB by an airstrike.

Type: integer

Default: 400

g_dmgAirRadius

Description:

Blast radius PER BOMB of an airstrike.

Type: integer

Default: 400

g_dmgArty

Description:

Amount of damage done PER BOMB by artillery fire. If this value is non-zero, the spotting round will follow normal ET behaviour (can do damage, but to a very small radius, making damage unlikely)

Type: integer

Default: 400

g_dmgArtyRadius

Description:

Blast radius PER BOMB of artillery fire. If this value is non-zero, the spotting round will follow normal ET behaviour. The spotting round can do damage, but to a very small radius making damage unlikely.

Type: integer

Default: 400

g_dmg

Description:

Enables experimental advanced combat options.

Type: bitmask

Parameters:

0 Use traditional ET settings for combat.

1 Use Advanced Hit Locations: Differentiates between Head, Body, Arm, and Leg shot when computing damage.

2 Applies a more realistic damage vs. range equation for short-ranged weapons. This will reduce the effectiveness of these weapons at longer ranges.

4 Gives a damage bonus to short-range weapons when used in close combat situations. This will increase the effectiveness of these weapons at closer ranges.

8 Use bullet fall-off approximations when computing shot trajectory.

16 Improve accuracy of non-scoped single-shot rifles.

32 Use alternate bullet-spread characteristics for automatic or rapid-fire weapons.

64 Damage from players who are spectators or have disconnected is ignored, and XP is not awarded.

Default: 0

g_dmgHeadShotMin

Description:

This represents the minimum damage done by a headshot regardless of the weapon used to make the shot.

Headshots that would do damage below this value will be adjusted upward to equal g_dmgHeadshotMin. Headshots from a weapon with damage at or above this value will do a multiple of their damage, as specified by g_dmgHeadShotRatio. (The actual damage may undergo additional modification due to range and other conditions)

Type: integer

Default: 50

g_dmgHeadShotRatio

Description:

This specifies the multiplier used for headshots that do damage ABOVE g_dmgHeadShotMin.

Type: float

Default: 2.0

g_knifeThrowDamage

Description:

The amount of damage a thrown knife will cause to enemy.

Type: integer

Default: 50

g_dmgPPSh

Description:

The amount of damage done by a PPSh.

Type: integer

Default: 19

Hitboxes, Physics & Anti Lag Settings

g_antilagDelay

Description:

Manually delay the antilag of every player on the server. Might give very weird behaviour, so use at own risk.

Type: integer

Default: 0

g_fixedphysics

Description:

Creates a smoother movement when enabled.

Type: [0|1]

Default: 0

g_fixedphysicsfps

Description:

Makes the fixedphysics act like all the clients have the same framerate, so that players with "magic" quake engine framerates don't have an unfair advantage. This CVAR must be between 60 and 333.

Type: integer

Default: 125

Note:

This doesn't actually change the framerates in clients, so the clients can keep their own framerates.

g_antiwarp

Description:

Enable ETPro-style antiwarp. This gives non-lagging players a much better game but for laggers it will be a bit more uncomfortable. This CVAR overrides both g_maxWarp AND g_skipCorrection in order to keep things consistent.

Type: [0|1]

Default: 1

g_realHead

Description

Enable ETPro headboxes.

Type: [0|1]

Parameters:

0 Regular headbox positions. 1 Server tracks the animations so the headbox will match the playermodels exactly. This is the recommended value.

Default: 1

Note:

This code was originally from ETPro (b_realhead). It was contributed by zinx and added to ETPub by forty. silEnT is based on the ETPub source and this code has not been altered from the ETPub.

g_skipCorrection

Description:

Set this to 1 to enable Neil Toronto's unlagged2 skip correction. This will smooth out the movement of players with high packet loss (to a degree). This is similar to etpro's antiwarp, but has some differences. Neil likes this version better, bani likes his better.

This replaces g_smoothClients from etmain.

You can find a demo that shows g_skipCorrection in action at: http://et.tjw.org/etpub/skipCorrection/

Type: [0|1]

Default: 0

g_maxWarp

Description:

This allows you to control the amount of "warping" that players with high packet loss can do. The [integer] is the number of server frames that you allow a player to miss before their next movement is put in check.

A server frame is 50ms on a typical server (sv_fps set to 20). This means that if you set g_maxWarp to 5 you won't allow players to warp from point A to point B if that distance takes an normal player 1/4 of a second to travel. Setting this to 1 is a good way to drive off just about everyone from your server.

As far as I can tell, 1000ms is allowed by default in the game, so setting this to any value higher than 39 should have no effect if sv_fps is set to 10.

You can find a demo that shows g_maxWarp in action at: http://et.tjw.org/etpub/skipCorrection/

Type: integer

Default: 4

Miscallenous

g_packDistance

Description:

Set the distance at which health packs and ammo packs are thrown. Set this to 0 to make it just like etmain. The settings should be similar to shrubet so set this to 2 for a subtle improvement.

Type: integer

Default: 0

g_dropHealth

Description:

If set to a positive integer, medics will drop [integer] number of health packs when they are gibbed. If set to -1, medics will drop the number of health packs that they could have dropped at the moment of their death. Set this to 0 to turn it off.

Type: integer

Default: 0

g_dropAmmo

Description:

If set to a positive integer, fieldops will drop [integer] number of ammo packs when they are gibbed. If set to -1, fieldops will drop the number of ammo packs that they could have dropped at the moment of their death. Set this to 0 to turn it off.

Type: integer

Default: 0

g_tossDistance

Description:

Set the velocity at which health or ammo packs are tossed from the dead body when g_dropHealth or g_dropAmmo are activated. This changes the distance that these packs travel from the corpse.

Type: integer

Default: 0

g_intermissionTime

Description:

Set the length of time the end of game screens displays before loading the next map.

Type: integer

Default: 60

g_intermissionReadyPercent

Description:

The percent of connected players who need to hit the "READY" button to move on to the next map without waiting g_intermissionTime to run out.

Type: integer

Default: 100

g_skills

Description:

Optional skill related flags.

Type: bitmask

Parameters:

1 Players with level 4 battle sense can spot landmines for teammates

2 Players with level 4 engineering can keep the flak jacket for other classes

4 Players with level 4 first aid can keep adrenaline for other classes

Default: 0

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

g_moverScale

Description:

Multiply the speed of movers (e.g. tanks) by float.

Type: float

Default: 1.0

g_slashKill

Description:

Controls the behavior of the /kill command. See also g_fear and g_maxSelfkills.

Type: bitmask

Parameters:

1 Player spawns with half charge bar after /kill

2 Player spawns with 0 charge bar after /kill

4 Restores the charge bar to the same state it was in at the moment the player issued /kill (regardless of how long they were in limbo)

8 Disable /kill when player is frozen

16 Disable /kill when player is poisoned

Default: 0

g_maxSelfkills

Description:

Amount of times a player can use /kill per map. Setting this to -1 will result in normal behaviour (infinite selfkills). Setting this to 0 will disable /kill.

Type: integer

Default: -1

g_ammoCabinetTime

Description:

The time between ammo cabinet regenerations in milliseconds.

Type: integer

Default: 60000

g_healthCabinetTime

Description:

The time between health cabinet regenerations in milliseconds.

Type: integer

Default: 10000

g_spectator

Description:

Controls spectator behaviour.

Type: bitmask

Parameters:

1 When in freelook mode, you can 'fire' at a player to follow. If you miss a player, nothing happens.

2 When in freelook mode with the 1 flag set, if you shoot and miss you start following the next available player.

4 When the player you're following goes into limbo, don't move to the next available player.

8 When the player you're following goes into limbo, go to freelook instead of following the next available player. (4 has precedence)

Default: 0

g_truePing

Description:

Allows players to see the true amount of time it takes until their actions are processed on the server. Pings will show around 50 ms higher than normal, but it's more accurate. Shows in the scoreboard.

Type: [0|1]

Default: 0

g_dropObj

Description:

Sets the number of times a player can drop/toss the objective (e.g. parts on radar) per life.

The parts are dropped by pressing the +activate key (usually bound to F) when there's nothing else around to be activated.

Before enabling this recall how spammy the voiceovers can be. Then picture a player tossing the parts to himself over and over again. For this reason you probably don't want to set this very high.

Players must switch to knife in order to drop the objective. If they are not holding knife and hit +activate they will see a message that notifies them that they must switch to knife. This change was made to prevent accidental dropping of the objective when trying to push, drag, pick up, or activate something else.

Type: integer

Default: 0

g_doubleJumpHeight

Description:

Adjusts the height of the second jump in a double jump. This value is a multiplier to the default jump velocity. The greater g_doubleJumpHeight is, the greater the height of the second jump. This setting has no effect if double jump is disabled in g_misc.

Type: float

Default: 1.4

g_serverInfo

Description:

Use this cvar to change the behaviour of the 'serverinfo' string. This string is printed in response to the 'getstatus' primative command used by game browsers.

Type: bitmask

Parameters:

1 Display player team information using the 'P' cvar in the server info string. (etpro and etmain 2.60 behaviour)

2 Display player team information using the 'Players_Axis' and 'Players_Allies' cvars in the server info string. (etmain < 2.60 behaviour)

4 Display the 'campaign_maps' cvar in the server info string. This contains a comma delimited list off all the maps in the current campaign. Only works if you have g_gametype set to 4.

8 Displays the 'C' CVAR in the server info string. This is a string containing the current map number in the campaign, and total maps in current campaign, in the form of "xx,yy". Only works if you have g_gametype set to 4.

16 The class charge times will not be present in the server info string unless this flag is set. They are removed by default in order to make room in the serverInfo string for more useful information. These cvars are g_medicChargeTime, g_engineerChargeTime, g_LTChargeTime, g_covertopChargeTime, g_soldierChargeTime.

32 Send KR (KillRating) instead of XP in SERVERINFO string. This is overriden by flag 64.

64 Send PR (PlayerRating) instead of XP/KR in SERVERINFO string. Overrides flag 32.

Default: 1

Note:

This cvar MUST be set prior to loading the first map. You will not be able to change this cvar once the game code is loaded. The serverInfo string has a fixed length of 1024 characters. This space is shared with any cvar you create on your server with the 'sets' command. If you use up too much space with 'sets', your server will fail to start. It will print the message "Info string length exceeded" if you don't have enough space left in your serverinfo string to handle the g_serverInfo flags you've selected. To fix this, either remove some sets cvars from your config, or use different g_serverInfo flags.

g_fear

Description:

If a player uses the /kill command within g_fear milliseconds after taking damage from an enemy, the attacker that last damaged that player will recieve full credit for the kill and the mode of death will be recorded as MOD_FEAR. Other restrictions are that the attacker must be on the opposite team and the attacker must still be alive.

G_fear applies also to players that try to switch teams within g_fear milliseconds. The player will remain in the same team and the usual g_fear behavior applies.

In-game statistics will reflect that the death was caused by the weapon that did the last recorded damage to the player.

Set this to 0 to disable this behaviour.

Type: integer

Default: 2000

g_inactivity

g_spectatorInactivity

g_gametype

g_spoofOptions

g_maxNameChanges

g_disableComplaints

g_watermark

g_watermarkFadeAfter

g_watermarkFadeTime

g_panzerwar

g_sniperwar

g_riflewar

g_countryFlags

g_noSkillUpgrades

g_flushItems

g_maxConnsPerIP

shoutcastPassword

g_headshot

g_instagibDamage

g_inactivityOptions

g_ettvFlags

g_mode

g_hitsounds

g_playDead

g_shove

g_shoveNoZ

g_dragCorpse

g_classChange

g_forceLimboHealth

g_goomba

g_goombaFlags

g_spawnInvul

g_spawnInvulFair

g_spinCorpse

g_teamChangeKills

Logs

g_logOptions

g_logAdmin

Omni-Bots

omnibot_enable

omnibot_path

g_bot_maxXP

g_bot_minPlayers

omnibot_flags

Lua

lua_modules

lua_allowedModules