Silent Mod Server Cvar: Difference between revisions

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'''Default:''' ""
'''Default:''' ""


== g_campaignFile ==
== g_campaignFile ==


'''Description:'''
'''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
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.  
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:
Such information includes:  


will not display in the VOTE -> MAP list
*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.


map locations will not draw on the map of Europe.
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.  


campaign description will not draw in the right panel
Setting this to "" disables it.


total number of maps and current maps order in the campaign
'''Type:''' string  
 
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:''' ""
'''Default:''' ""

Revision as of 13:22, 19 September 2011

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

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

g_moverScale

g_slashKill

g_maxSelfkills

g_ammoCabinetTime

g_healthCabinetTime

g_spectator

g_truePing

g_dropObj

g_doubleJumpHeight

g_serverInfo

g_fear

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