q3aServ/cpma/docs/Server.txt

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2021-03-13 13:10:51 +01:00
Challenge ProMode Arena: Server Settings
----------------------------------------
Date: 11 Jun 08
Recommended dedicated server command-line:
quake3 +set dedicated 2 +set fs_game cpma +set vm_game 2 +exec <config>
mode_start <string>
Specify the game type to start the server with.
* 1v1 - Duel / "Classic" Deathmatch
FFA - Free For All
TDM - Team Deathmatch
CTF - Capture The Flag
CA - Clan Arena
FTAG - FreezeTag (European rules)
CTFS - Capture Strike
Or a custom mode: see docs/Modes.txt for details.
mode_idletime <minutes>
how long before idle servers reset to default mode+map (default: 10)
server_gameplay <CPM|PMC|CQ3|VQ3>
Sets the level (speed and strategic depth) of gameplay to use.
* CPM - Challenge ProMode II (Modern CPM, 2004+)
PMC - ProMode Classic (2000-2003)
CQ3 - Challenge Quake3
VQ3 - Vanilla Quake3 (OSP)
server_maxpacketsmin <value>
Specifies minimum client cl_maxpackets setting (Default = 30,
0 = no lower limit on client cl_maxpackets).
server_maxpacketsmax <value>
Specifies maximum client cl_maxpackets setting (Default = 125,
0 = no upper limit on client cl_maxpackets).
server_motdfile <filename>
Defines an external file from which to read MOTD message to
display to a client. This file will override
any server_motdX variable setting (defined below).
(Default = "none" - No MOTD file defined).
server_motdX <string> (X = 1 through 8)
Sets the server MOTD. Each var is used to display a line in the
MOTD. The message is terminated when the first NULL ("") line is
encountered.
server_optimiseBW <0|1>
Force the optimiseBW algorithm on for all clients, which greatly
reduces the amount of unnecessary data sent out.
Regrettably, this also makes you unable to see players through
portals, thanks to a bug in the Q3 engine. Regardless, this really
should NEVER be set to 0 except when on LAN - the difference is
just staggering.
0 - Waste huge amounts of bandwidth for no good reason.
* 1 - Don't. :)
server_timenudgemin <value>
Specifies minimum client cl_timenudge setting (Default = 0,
no lower limit on client cl_timenudge).
server_timenudgemax <value>
Specifies maximum client cl_timenudge setting (Default = 0,
no upper limit on client cl_timenudge).
server_ratemin <value>
Specifies minimum client rate setting (Default = 0,
no lower limit on client rate).
server_record <value>
1 - record demos
2 - take screenshots
4 - add server name to demo/screenshot filenames
8 - add server time when game starts to filenames
server_availmodes <string>
Restrict the server to a subset of supported game types
(Default: "" - all modes available)
server_chatfloodprotect <value>
Controls max # of msgs per second (Default = 0)
e.g. server_chatfloodprotect 2 means you can talk every 500ms
ref_password <string>
Sets the password for in-game "referee" (admin) access.
Setting this password to "none" disables the referee feature
(default = "none").
========================
GENERAL Q3 OPTIONS
========================
g_inactivity <seconds>
Specifies how long a player can idle before being kicked
from the server. A value of "0" disables this feature
(default = 0).
g_log <logfilename>
Specifies the name of the file to save all in-game
information. Setting this to "" disables logging
(default = "games.log").
It's worth pointing out that logfiles can get very large,
and for public servers there's really not much point in
using them. Anything truly important will be written to
the admin log instead, which is a separate file.
==============================
MATCH-RELATED PARAMETERS
==============================
match_mutespecs <0|1>
Enables/disables spectator chat being displayed to active
players in the game when a match is in progress (default = 0).
match_readypercent <percentage from 1-100>
Specifies the percentage of in-game players who must be
"ready" to start a match. This can also be used to get
a match going on an otherwise long "warmup" period
(default = 51).
match_maxsuicides <value>
players who /kill more than this many times will be auto-banned
stops them screwing up TDM games and forcing draws in DA
(default = 0).
match_WinDelayDA (in milliseconds, default 2000)
controls how long after the kill a winner is actually declared
so if you rail someone but then their rocket takes you out,
the round is ruled a draw
match_winDelayCA (in milliseconds, default 4000)
same as match_WinDelayDA, but for Clan Arena games
==============
TEAMPLAY
==============
team_allcaptain <0|1>
0 - Traditional captaincy assignments (1 per team).
* 1 - All players on a team have the ability to invite
spectators or to call a time-out. There is still
a single "true" captain.
g_teamAutoJoin <0|1>
* 0 - Places connecting players in spectator mode once they
have fully connected to the game.
1 - Automatically places a player on the team with the
lowest number of players (or score if equal player
counts) after fully connecting to the game.
g_teamForceBalance <0|1>
* 0 - Allows players to join any team, regardless of player counts.
1 - Forces players to join the team that has fewer players
and if equal, then the team with the lower score.
============
VOTING
============
g_allowVote <0|1>
0 - Disables all client voting on the server.
* 1 - Allows clients to vote on server settings.
vote_limit <value>
Maximum # of votes allowed during a map for a non-referee
(default = 5).
vote_percent <1-100>
Specifies the percentage of accepting clients needed for a
vote to pass. Note that a player who does not vote is assumed to
be opposed to the change. This saves players being forced to break
off actual play simply to "defend" against an unwanted vote.
vote_allow_<setting>
All but a few votes have a corresponding vote_allow_<setting> cvar,
which enables fine control of players' ability to call votes.
Note that a referee may change ANY votable setting, regardless
of its vote_allow control, so you should use vote_allow_referee 0
as well if you choose to disable any votes.
0 - Disables a particular vote item.
* 1 - Allows clients to vote on the item.
allcaptain <0|1>
See team_allcaptain.
armor <0-200>
Specify amount of armor to give players on spawn.
armorsystem <0-3>
Allows different ProMode armor systems to be used.
0 - Standard (S:5 GA:50 YA:100 RA:150)
1 - Obsolete (S:5 GA:50 YA:100 RA:200)
2 - Quake1-ish (S:2 GA:100 YA:150 RA:200)
3 - Quake2-ish (S:2 GA:25 YA:50 RA:100)
dropitems <0-3>
Ability to drop weapons/ammo/flags
0 - None
1 - Weapons and ammo
2 - Flags
3 - All
fallingdamage <0|1>
Enables/disables falling damage (duh)
flood <value>
Sets maximum number of chat messages per client per second
Clients can use this vote to loosen or disable (0) flood control,
usually in teamplay games where free communication is crucial.
footsteps <0|1> *CQ3 only*
Enables/disables footstep sounds
hook <0|1|2>
Sets hook availability and type
0 - Disabled
1 - Offhand (the "newbie" grapple, or "crutch")
2 - Onhand (the "skill" grapple)
instagib <0|1>
Enables/disables Instagib gameplay
items +/-<item>
Enables/disables items (weapons, powerups, etc)
MG Machine Gun SG Shotgun GL Grenade Launcher
RL Rocket Launcher LG Lightning Gun RG Railgun
PG Plasma Gun BFG Big Effin Gun AMMO Ammunition
5H Health Sphere 25H Yellow Health 50H Gold Health
MH Megahealth 5A Armor Shard GA Green Armor
YA Yellow Armor RA Red Armor
QUAD Quad Damage SUIT Battle Suit HASTE Haste
INVIS Invisibility REGEN Regeneration FLIGHT Flight
MEDKIT Medkit TELE Personal Tele
Grouped items:
HEALTH All Health ARMOR All Armor RUNES All Powerups
ITEMS All Holdables ALL Everything
kick <player_id>
Forces a player to disconnect from the server
map <mapid|mapname|!mapcfg>
Changes to a new map and/or itemset
maxdamage <value>
Sets the maximum damage shots can do to "friendly" players
(yourself and your teammates)
0 = no limit: use selfdamage and teamdamage to disable completely
maxpackets_max / maxpackets_min <value>
Both controlled by vote_allow_maxpackets
See server_maxpacketsmin / server_maxpacketsmax
mode <mode_name>
Loads a standard server configuration.
Normally used to change game types.
Note that there is no vote_allow_mode cvar:
server_availmodes is used instead to give admins more control
mutespecs <0|1>
See match_mutespecs
overtime <0|1|2>
Sets overtime behaviour
0 - Sudden Death (first score decides)
1 - Timed Periods (2 or 5 minutes each)
2 - No Overtime (matches can end in a tie)
poweruprespawn <30-120>
Sets power respawn delay in seconds
gameplay <name>
See server_gameplay
prosound <0|1> *CQ3 only*
Enables/disables ProMode's enhanced sound system
random <value>
Picks a number from 1 to <value>
referee <player_id>
Gives a player additional admin abilities
These can be removed by an unreferee vote
reload <value>
Sets RG reload time for Instagib games (in ms, normally 1500)
scorelimit / limit <value>
Changes the fraglimit/caplimit/roundlimit/pointlimit
selfdamage <0-3>
Controls your ability to hurt yourself
0 - None
1 - Health only
2 - Armor only
3 - Health and armor
simplemega <0|1>
Controlled by vote_allow_mhstyle
Toggles wearoff/periodic MH respawn behaviour
startrespawn <0|1>
For CA/DA, toggles players respawning on round start
For Freeze Tag, toggles winning team thawing on round start
startweapon <value>
Sets players initial armament on respawn
Add values together to give multiple weapons
MG 4, SG 8, GL 16, RL 32, LG 64, RG 128, PG 256, BFG 512
teamdamage <0-3>
Controls your ability to hurt teammates
Values are as for selfdamage
thawauto <30-300>
Controlled by vote_allow_thaw
Sets how long players stay frozen if not defrosted by a teammate
thawtime <1-10>
Controlled by vote_allow_thaw
Sets how long it takes to defrost teammates (in seconds)
thrufloors <0|1>
Toggles splash damage transferring through thin surfaces
timelimit <value>
Changes the game's timelimit
timenudge_max / timenudge_min <value>
Both controlled by vote_allow_timenudge
See server_timenudgemin / server_timenudgemax
warmup <value>
Sets the duration of the pre-match warmup
weaponrespawn <value>
Sets weapon respawn delay in seconds (0 means weaponstay)
==========
HOOK
==========
hook_delaytime <milliseconds>
Specifies the minimum number of MILLISECONDS that a player
can redeploy a hook after use (default = 750).
hook_holdtime <seconds>
Specifies the maximum number of seconds that a player's
hook will remain attached (default = 3).
hook_range <units>
Specifies the maximum length of the hook cable (default = 1800)
hook_sky <0|1>
* 0 - Players cannot hook the "sky" surface.
1 - Players can hook onto any surface (except other players).
hook_speed <value>
The speed at which the hook leaves from the player's position
and makes contact with a surface on the map (default = 1200).
hook_speedpull <value>
The speed at which a player is pulled along the hook's path
after it has landed on a valid map surface (default = 700).
==================
MAP SETTINGS
==================
map_cfgdir <value>
sets where the maplists etc are read from (default: "cfg-maps")
map_delay <value>
no map voting allowed for this long after a map change
unless everyone's loaded the new map and is ready to play
stops one lamer with a fast machine forcing changes to a map
by voting it in before anyone else has managed to reconnect
(default: 30)
map_rotate <0|1>
if non-zero and a MODE is enabled, server will rotate to
the next map in the list for that mode when fl/tl/cl/rl is hit
map_rotate is ignored if the server is in 1v1 mode
or is running a multiarena mapnd of each match (default: 0)