q3aServ/osp/Docs/osp-q3-Variables.txt

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// Custom Server Settings: OSP Tourney DM - Quake3
// -----------------------------------------------
// Version: 1.03
// Date: 23 Feb 2003
// Email: rhea@OrangeSmoothie.org
// WWW: http://www.OrangeSmoothie.org
// IRC: irc.enterthegame.com: #osp
//
//
// Note: Do *not* use this config as a base for your own custom
// server configs! Please use one of the other included
// example configs as a base and refer to this document
// for information on each option, as needed.
//
// Recommended dedicated server command-line:
//
// quake3 +set dedicated 2 +set fs_game osp +exec <config>
//
// =========================
// STARTUP (Reference)
// =========================
// admin_log <logname>
// Logs additional server information that describes such things
// as IP addresses of players, attempts to referee status, ref
// commands issued, etc. Setting the paramter to null ("") or
// "none" will disable this logging (the default).
//
// decal_directory <directory>
// Specifies the directory under the main osp/ directory to
// look for map decal definitions (default = "decals").
//
// dmflags <df_mask>
// id's Quake3 options for gameplay (default = 0):
//
// df_mask:
// --------
// 8 - No falling damage
// 16 - Fixed FOV
// 32 - No footsteps
// 64 - Winning team keeps their current armor/health/powerups (FT only)
// 128 - Winning team's frozen players are not thawed on a new round (FT only)
//
// filter_file <filename>
// Specifies the file to use for server client filters
// (default = "filters.txt"). Please refer to the
// Docs/Player-filters-q3.txt file for more information on
// player filters.
//
// freezetag_latejoin <0|1>
// Toggles whether players joining a team while a match is in
// progress will spawn frozen.
//
// freezetag_respawn <1.7-10.0>
// Specifies the length of time (in seconds) a player must wait
// before they can respawn after dying from most world events
// (void, lava, etc.) (default = 3.0, FT-only)
//
// g_spectatorInactivity <value>
// Specifies the time (in seconds) that a spectator has to sit idle
// on a server until they are automatically kicked from the server.
// A value of 0 disables this option (the default). A value of < 0
// will prevent any spectators from remaining on the server.
//
// player_file <filename>
// Specifies a list of playernames who are only allowed to connect
// to the server (default = "none"). Playernames are to be added
// to the file specified in this variable. If this option is used,
// ONLY players with the names listed can connect to the server.
// (Note: this option will be enhanced in the future to allow more
// flexible player allowances/banning).
//
// player_always <name>
// Specifies starting tag of a playername that allows a player
// to connect regardless of what follows the tag. This player
// can NEVER enter the game, however. Note: QTV observers with
// "QTV" starting in their name is hardcoded in the server, so
// this option allows for QTV and one other allowed forced
// spectator name tag.
//
// pmove_fixed <0|1>
// Allows clients to utilize enhanced client sampling (also named
// the same "pmove_fixed" on the client).
//
// osp_gamename <0|1>
// Allows OSP to run as "baseq3" for UI server browser filtering.
// This allows server ops to let clients use the in-game browser
// and select their server if the client uses the FFA/1v1/etc.
// filter types.
// 0 - Shows up as "FFA/1V1/TDM/CTF/???"
// * 1 - Shows up as "osp"
// ---> Note: To use this properly, you will have to put everything
// (configs, subdirectories, etc.) in the baseq3/ directory, copy
// the "game" .pk3 in the paks/ directory into the baseq3/
// directory and rename it to something like "zzzosp-game099.pk3"
//
// roundlimit <value>
// Specifies the number of rounds for a team to win to win the
// overall match in ClanArena mode (default = 7).
//
// server_availmodes <flags>
// Specifies which internal configurations are available for
// voting. Check the Docs/osp-q3-Mode-info.txt for complete
// info. (Default = 63 - all modes available for voting).
// <flags>:
// 1 - FFA
// 2 - 1V1
// 4 - FFA (competition)
// 8 - Team DM
// 16 - CTF
// 32 - Clan Arena
// 64 - FreezeTag w/OSP settings
// 128 - FreezeTag w/vanilla settings
//
// server_cq3 <0|1>
// Enables/disables alternate CQ3 settings (default = 0 - disabled).
// ---> More info on these settings can be found in: Docs/osp-q3-CQ3Info.txt
//
// server_customclient <flags>
// Specifies what custom options can be enabled on the client.
// (Default = 15)
// <flags>:
// 1 - Enable 125Hz sampling. [DEPRECATED, see: pmove_fixed]
// 2 - Allow cg_truelightning usage.
// 4 - Custom graphics used with cg_altPlasma and
// cg_altLightning is allowed.
// 8 - Toggles client usage of OSP-based HUD.
// 16 - Disables the drawing of the match clock.
// 32 - Disables to clamp on com_maxfps for clients.
//
// server_fastrail <0|1>
// * 0 - (Promode) Server defaults to 1500 msec railgun switching delay.
// 1 - (Promode) Server defaults to 1000 msec railgun switching delay.
//
// server_freezetag <0|1|2>
// * 0 - FreezeTag TDM (FT) mode not in effect
// 1 - FT with OSP settings in effect (must be in g_gametype 3)
// 2 - FT with vanilla settings in effect (must be in g_gametype 3)
//
// server_gfxspecfile <filename>
// Defines custom graphics to display on the client. Server
// also needs to have graphics available for download. Please
// see osp/Docs/osp-q3-Server-gfx.txt for complete details.
// (Default = "none" - Custom server graphics disabled)
//
// server_lgcooldown <0|1>
// * 0 - (Promode) Server defaults to 0 msec LightningGun switching delay.
// 1 - (Promode) Server defaults to 200 msec LightningGun switching delay
// (100ms if fastrail is enabled).
//
// server_maxpacketsmin <value>
// Specifies minimum client cl_maxpackets setting (Default = 0,
// no lower limit on client cl_maxpackets).
//
// server_maxpacketsmax <value>
// Specifies maximum client cl_maxpackets setting (Default = 0,
// no upper limit on client cl_maxpackets).
//
// server_motdfile <filename>
// Defines an external file from which to read MOTD message to
// display to an OSP-based client. This file will override
// any server_motdX variable setting (defined below).
// (Default = "non" - 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_ospauth <value>
// Custom OSP-based client-side authentication to verify the
// integrity of a client's cgame module. This option requires
// the custom OSP client-side cgame.
// * 0 - No additional authentication performed on clients.
// 1 - Clients are verified that they are using an OSP
// client-side cgame + enhanced nopbot/.exe hack
// detection.
// 2+ - Clients are only authenticated.
//
// server_promode <0|1>
// Allows for enabling "ProMode" server settings for any mode of
// play. ProMode is a tweak on several basic gameplay features
// to facilitate a faster style of play.
// * 0 - Normal Quake3 settings (VQ3)
// 1 - Promode-style of play (Promode)
//
// ---> More info on ProMode Quake3 settings can be found at:
// http://www.challenge-world.com
//
// server_realping <0|1>
// Specifies whether spectators who are following player's in the
// game will have their real ping reflected in the scoredboard
// and remote server queries.
// * 0 - Copy followed players ping (id default)
// 1 - Show spec's real ping.
//
// server_record <bitmask>
// Forces clients to take demos and screenshots of a match.
// This options requires the custom OSP client-side cgame.
// <bitmask>:
// ----------
// * 0 - Client-side records are NOT enforced.
// 1 - Record Demos
// 2 - Take end-level screenshot
// 4 - Include server name in demo name
// 8 - Include server time for uniqueness
// 16 - Alternate recording style that does:
// SERVERNAME-PLAYERNAME-[#]
// For both demos and screenshots. All other bits
// will be ignored if this option is set. The [#]
// field will increase on each successful round
// played. It will NOT be incremented if something
// like a match is aborted or a new map is loaded.
//
// Thus, a server_record value of 7 will: record demos,
// take end-level screenshot, and include the servername
// in the filename of the demo/screenshot.
//
// A value of 3 will do the same without the server's
// name included.
//
// ---> Note: A match must be "All players ready" or
// forced to start by the referee to invoke this
// option on players. Simply letting the warmup
// countdown to match start will NOT invoke the
// client-side recordings. To be safe, just set
// "g_doWarmup 1" and "g_warmup 0" to guarantee
// for this option to work.
//
// server_thrufloors <0|1>
// * 0 - Blast damage does NOT radiate through thin surfaces.
// 1 - Default id Quake3 (version 1.17 and prior) format where
// blast damage can be given through thin surfaces.
//
// 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).
//
// viewcam_directory <directory>
// Specifies the location of all "viewcam-<mapname>.cfg" files
// (default = "cfg-viewcam").
//
set sv_pure 1
set sv_hostname "OSP Tourney DM"
set sv_maxclients 10
set bot_enable 0
set decal_directory "decals"
set dmflags 0
set timelimit 20
set fraglimit 30
set capturelimit 8
set roundlimit 7
set g_spectatorInactivity 0
set filter_file "filters.txt"
set freezetag_respawn 3.0
set osp_gamename 1
set player_file "none"
set player_always ""
set pmove_fixed 0
set server_availmodes 255
set server_cq3 0
set server_customclient 15
set server_fastrail 0
set server_freezetag 0
set server_gfxspecfile "none"
set server_lgcooldown 0
set server_maxpacketsmin 0
set server_maxpacketsmax 0
set server_motdfile "none"
set server_motd1 " ^B^3*** Welcome to OSP Tourney DM/CA/CTF *** "
set server_motd2 " "
set server_motd3 " http://www.OrangeSmoothie.org"
set server_motd4 ""
set server_motd5 ""
set server_motd6 ""
set server_motd7 ""
set server_motd8 ""
set server_ospauth 0
set server_promode 0
set server_realping 0
set server_record 0
set server_thrufloors 0
set server_timenudgemin 0
set server_timenudgemax 0
set viewcam_directory "cfg-viewcam"
// =============
// REFEREE
// =============
// ref_password <string>
// Sets the password for in-game "referee" (admin) access.
// Setting this password to "none" disables the referee feature
// (default = "none").
//
set ref_password "none"
// ========================
// GENERAL Q3 OPTIONS
// ========================
// bot_autoload <string>
// Specifies names of bots to add after the server has loaded.
// Bot names are delimited by spaces. This variable allows the
// server admin to automatically load bots on map start as if
// the admin issued "addbot" commands. ANY name can be used
// for the bots.
//
// bot_checktime <value>
// Specifies the number of seconds between bots joining/leaving
// a server based on bot_minplayers setting (default = 10).
//
// g_gametype <value>
// Specifies gametype the server is to start on startup:
// 0 - Free For All DM (FFA) [default]
// 1 - 1v1 DM
// 2 - Single-Player
// 3 - Team Deathmatch
// 4 - Capture The Flag (CTF) Teamplay
// 5 - Clan Arena (CA)
//
// 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").
//
// log_default <0|1>
// Determines if log format follows default id format or uses
// the enhanced OSP format.
// * 0 - Enhanced OSP logging format.
// 1 - Default id logging format.
//
// log_stat <0|1|2>
// Dumps player health/armor based on events that occur during
// the game. Note: VERY intensive logging here!!
// * 0 - Not extra stat logging.
// 1 - All stat-log events printed to logfile only.
// 2 - Stat-log events also dumped to console.
//
set bot_checktime 10
set g_gametype 0
set g_inactivity 0
set g_log ""
set log_default 0
set log_stat 0
// ==============================
// MATCH-RELATED PARAMETERS
// ==============================
// g_doWarmup <0|1>
// Specifies whether a match should have a "warm-up"
// period before actual gamplay begins. In almost all
// cases, these option SHOULD be set to 1 to make it
// a more fair of a fight for slow connects from a
// previous level (default = 0).
//
// g_warmup <seconds>
// Specifies the maximum length of the warmup period,
// if it is enabled. This warmup period is shortened to
// 10 seconds once enough players are "ready". If this
// value is set to 0, and g_doWarmup is set to 1, then
// players must manually "ready" themselves to start the
// match -- much like the traditional method in such mods
// as OSP Tourney DM for Quake2 (default = 20).
//
// match_carespawn <0|1>
// Determines whether clients respawn randomly when a round
// begins for CA (ClanArena) mode. This affects *only* the
// CA gametype.
// * 0 - Clients do NOT respawn on round start.
// 1 - Clients respaawn when the round begins.
//
// match_cawarmupfire <0|1>
// Specifies whether or not clients can shoot weapons during
// warmup periods in the CA gametype.
// 0 - Weapon firing is not allowed in CA warmup.
// * 1 - Players can shoot weapons during warmup periods
// in CA. No ammo, health or armor is lost during
// warmup.
//
// match_dropitems <0|1>
// Allows players to drop items (weapons/ammo) in TDM mode.
// * 0 - Players CANNOT drop weapons/ammo
// 1 - Players CAN drop weapons/ammo
//
// match_hurtself <0|1>
// Whether clients can hurt themselves with splash damage.
// 0 - Clients can NOT hurt themselves.
// * 1 - Clients can inflict damage on themselves.
//
// match_instagib <0|1>
// * 0 - Match is in normal DM-style play.
// 1 - Match is in "instagib" style play: No items, players
// spawn with railgun and gauntlet, and each rail hit is
// 400 points of damage.
//
// match_lateJoin <0|1>
// Specifies whether players connecting after a match
// has started can freely join during the match. This
// option is ignored if g_doWarmup is set to 0.
// * 0 - Latecomers must sit and watch a match
// in progress (i.e. they cannot join the
// match uless: an in-game player unlocks his/her
// team, an in-game captain invites the late-
// connector to join his/her team, or a referee
// manually places them on a team). This option
// is useful in coducting serious on-line matches
// where disruptions in play of uninvited players
// cannot be tolerated.
// 1 - This allows for the "traditional" id game join
// mode, where anyone can join at anytime of the
// match (barring the server is running in 1v1 mode).
//
// match_maxsuicides <value>
// Configurable number of suicides before a client is kicked/banned
// (default = 5). A client will be kick/banned for a map that
// /kill themselves the specified number of times, or suicide
// (i.e. lava jumping) 2 * match_maxsuicides.
//
// match_minplayers <value>
// Specifies the minimum # of players that must be in the game
// before they can "ready" up to start the match (default = 2).
// Note, this option is useful only if g_doWarmup = 1 and
// g_warmup = 0.
//
// match_mutespecs <0|1>
// Enables/disables spectator chat being displayed to active
// players in the game when a match is in progress (for
// teamplay modes only) (default = 0).
//
// match_poweruprespawn <60|90|120>
// Specifies the time (in seconds) between powerups (except for
// the BattleSuit, which is locked to 120). Only available
// in promode (default = 120 for CTF, 60 all other modes).
//
// match_overtime <0|1|2|3>
// Specifies the type of overtime mode to handle in the case of
// a scoring tie in 1v1/Team DM/CTF:
//
// 0 - Sudden Death: Match continues indefinately, first score
// wins (1v1/CTF default -- id default overtime handling)
//
// 1 - Sudden Death-Timed overtime: If the match is still
// tied after x overtime rounds, the match will move
// to sudden death with first score to win (Team DM
// default -- unlimited 5-minute periods)
//
// 2 - No overtime: matches can end in a tie
//
// 3 - Tie-Timed overtime: If match is still tied after x
// overtime rounds, the match ends in a tie (like hockey).
//
// match_overtimecount <value>
// Number of timed overtime rounds to play until either sudden
// death or a tie is issued. Note, setting this parameter to 0
// will give an indefinate # of overtime periods until a victor
// is determined (default = 0).
//
// match_overtimelength <minutes>
// Number of minutes for a timed overtime round (default = 5).
// This value must be >= 1 (forced inside the game).
//
// 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 g_warmup "warmup" period
// (default = 51).
//
// match_roundtimer <seconds>
// Specifies the number of seconds between rounds once a match
// has started (Clan Arena mode only) (default = 10). Note,
// the minimum value for this setting is 2 seconds, while the
// maximum is 20.
//
// match_timeoutcount <value>
// Specifies the number of timeouts allowed for each team in
// teamplay (DM or CTF), or each player in 1v1 (default = 3).
//
// match_timeoutlength <seconds>
// Specifies the length (in seconds) of each timeout
// (default = 60).
//
// match_winbyscore <scorespread>
// For 1v1 mode, this option specifies the point spread to reach
// to finish a match. This value, in conjunction with a low frag-
// limit can speed up 1v1 matches. This is a sort of "skunk"
// setting when one player is really beating another player. A
// value of "0" disables this option (default = 0).
//
// warmup_armor <value>
// Specifies the amount of armor given during warmup (for all
// modes except CA).
//
set g_doWarmup 0
set g_warmup 20
set match_carespawn 0
set match_cawarmupfire 1
set match_hurtself 1
set match_instagib 0
set match_latejoin 0
set match_maxsuicides 5
set match_minplayers 2
set match_mutespecs 0
set match_overtime 1
set match_overtimecount 0
set match_overtimelength 5
set match_readypercent 51
set match_roundtimer 10
set match_timeoutcount 0
set match_timeoutlength 60
set match_winbyscore 0
set warmup_armor 0
// ==============
// TEAMPLAY
// ==============
// team_allcaptain <0|1>
// * 0 - Normal team captain 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.
//
// team_armordamage <0|1>
// * 0 - No armor is stripped for self-inflicted blast damage
// (Clan Arena gametype mode only).
// 1 - Armor is stripped for self-inflicted blast damage
// (Clan Arena gametype mode only).
//
// team_maxplayers <value>
// Specifies the maximum size for each team. A value of 0
// specifies no limit to a team's size (default = 0).
//
// team_nocontrols <value>
// Option for public servers to remove captainship and team
// commands (default = 0 - all options enabled)
//
// team_noteamready <0|1>
// Toggles ability for use of the "teamready" command (default
// = 0 - "teamready" command is available for use.
//
// g_weaponTeamrespawn <value>
// Specifies the repawn time (in seconds) of weapons for Team
// DM gametype (default = 30).
//
// g_weaponrespawn <value>
// Specifies the weapon respawn time for all gametypes EXCEPT
// Team DM (default = 5).
//
// g_friendlyFire <0|1>
// 0 - Teammates cant hurt each other.
// * 1 - Teammates CAN inflict damage on fellow teammates.
//
// 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 with the lower number
// of players, and if equal, then the team with the lower
// score.
//
set team_allcaptain 1
set team_armordamage 0
set team_maxplayers 0
set g_weaponTeamrespawn 30
set g_weaponrespawn 5
set g_friendlyFire 1
set g_teamAutoJoin 0
set g_teamForceBalance 0
// ==========
// HOOK
// ==========
// hook_enable <0|1>
// * 0 - Disables grappling hook
// 1 - Allows players to use hook with: bind <key> +button5
//
// 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_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 = 9500).
//
set hook_enable 0
set hook_delaytime 750
set hook_holdtime 3
set hook_sky 0
set hook_speed 1200
set hook_speedpull 950
// ========================
// MODE CONFIG VOTING
// ========================
// mode_start <mode_id>
// Specifies the server configuration that the server will
// start with upon launch. Note, this is setting also specifies
// the server's default mode to roll back to after 10 minutes
// if no clients are connected. The specification of <mode_id>
// is documented in osp/Docs/osp-q3-Mode-info.txt. Setting this
// option to "-1" disables this feature (the default).
//
// mode_customfile <filename>
// Specifies the name/config of each server config available
// for voting. The "name" is what clients vote for, while the
// "config" is the server config that will be execed if the
// vote passes. These alternate modes of play can be disabled
// for voting if the value for "mode_file" is set to "none"
// (the default). Please see osp/Docs/osp-q3-Mode-info.txt
// for complete info on this variable and its settings.
//
set mode_start "-1"
set mode_customfile "none"
// ============
// 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_allow_*
// 0 - Diables a particular vote item.
// * 1 - Allows clients to vote on the item.
//
// ---> Note the default behavior for vote_allow_ref
// is set to 0 (disabled). If enabled, it also
// requires at least 3 players to be connected
// to the server. The referee status of an
// elected player is removed at the end of the
// map.
//
// vote_allow_armordamage <0|1>
// Whether armor is stripped off when receiving self-
// inflicted blast damage (ClanArena mode only).
//
// vote_allow_ca_startrespawn <0|1>
// Allows clients to change whther they are respawned on
// round start for the CA gametype.
//
// vote_allow_ca_warmupfire <0|1>
// Allows clients to toggle weapon firing during warmup
// in CA mode.
//
// vote_allow_capfps <0|1>
// Allows clients to vote on the clamp of com_maxfps.
//
// vote_allow_cq3 <0|1>
// Enables/disables voting for CQ3 settings.
//
// vote_allow_falling <0|1>
// Enables/disables voting for falling damage.
//
// vote_allow_items <item_mask>
// Specifies which ITEMS are available for vote by
// players. The <item_mask> value is described below
// (default = 1023 -- all items). Note, at this time,
// only the BFG is available for voting.
//
// vote_allow_mutespecs <0|1>
// Specifies if clients are allowed to vote for spectator
// muting.
//
// vote_allow_pmove <0|1>
// Allows clients to toggle server-imposed enhanced
// client sampling (pmove_fixed).
//
// vote_allow_poweruprespawn <0|1>
// Allows clients to set powerup respawn times under
// promode settings. Only values of 60, 90, and 120 are
// allowed for voting.
//
// vote_allow_powerups <powerup_mask>
// Specifies which POWERUPS are available for vote by
// players. The <powerup_mask> value is described below
// (default = 255 -- all powerups).
//
// vote_allow_reload <0|1>
// Specifies if railgun reload time voting is enabled.
// Tbis is applicable only if instagib is enabled on
// the server.
//
// vote_allow_respawn <0|1>
// Whether clients can change g_forerespawn settings
// through a vote.
//
// vote_percent <1-100>
// Specifies the percentage of accepting clients for a
// vote to pass.
//
set g_allowVote 1
set vote_allow_altgraphics 1
set vote_allow_allcaptain 1
set vote_allow_armordamage 1
set vote_allow_capfps 0
set vote_allow_capturelimit 1
set vote_allow_ca_startrespawn 1
set vote_allow_ca_warmupfire 1
set vote_allow_cq3 1
set vote_allow_dropitems 1
set vote_allow_falling 1
set vote_allow_fastrail 1
set vote_allow_fraglimit 1
set vote_allow_hook 0
set vote_allow_instagib 1
set vote_allow_items 1023
set vote_allow_kick 1
set vote_allow_lgcooldown 1
set vote_allow_map 1
set vote_allow_machinegun 1
set vote_allow_maxpackets 1
set vote_allow_mutespecs 1
set vote_allow_osphud 1
set vote_allow_overtime 1
set vote_allow_pmove 1
set vote_allow_poweruprespawn 1
set vote_allow_powerups 255
set vote_allow_promode 1
set vote_allow_referee 0
set vote_allow_reload 1
set vote_allow_respawn 1
set vote_allow_roundlimit 1
set vote_allow_teamdamage 1
set vote_allow_thrufloors 1
set vote_allow_timelimit 1
set vote_allow_timenudge 1
set vote_allow_weaponrespawn 1
set vote_limit 5
set vote_percent 50
// ==================
// MAP SETTINGS
// ==================
// map_file <filename>
// Specifies file containing map info (default = "maps.txt").
//
// map_autoload <0|1|2|3>
// 0 - disabled (do not auto-search for maps)
// * 1 - normal auto-search based on gametype
// 2 - Same as 1, except is also adds maps that don't have a properly
// specified .arena file.
// 3 - Add all maps found in osp/ and baseq3/ directories.
//
// Dynamic map lists! With Quake 1.27n or higher, OSP now has
// the capability of auto-generating map lists on the fly, based on
// current game type. The OSP map lists are still useful for forcing
// maps to be available in the case where the auto-generation of the
// map list misses a particular map (i.e. a map's .arena file doesn't
// specify the current active g_gametype). There is also a new map
// entry type:
//
// deletemap <mapname>
//
// To *remove* maps that are auto-added but are not desired by the
// server admin.
//
// Note: OSP will regenerate these map lists on map load and map
// restarts, so for remote administration, all one has to
// do is upload the map .pk3 file to the baseq3/ directory,
// and OSP will automatically pick it up and add it to the
// maplist (if the .arena for the map specifies the map is
// intended for the current gametype). OSP will also weed
// out maps that are specified, but are not located on the
// server (i.e. mapname typos in the map config file).
//
// map_queue <0|1>
// 0 - Disable using the map queue. Disabling the map queue
// also disables all settings listed below.
// * 1 - Map queue is loaded and enabled (default)
//
// map_rotate <0|1>
// 0 - Map queue is enabled, but maps arent cycled at the
// end of a match (server stays on the same map until
// the current map is voted out).
// * 1 - Maps are cycled at the end of each match
//
// map_random <0|1>
// 0 - Step through the map list in the order it is
// specified.
// * 1 - Maps are randomly picked in the map queue
//
// map_once <0|1>
// 0 - No guarantee that a map will not be picked more
// times than any other map (if random cycling is
// enabled).
// * 1 - Guarantees that a map will only be picked once
// in an entire cycling of the map queue
//
// map_nocount <0|1>
// * 0 - Honors the min/max player settings as specified
// by the map queue.
// 1 - Ignores player counts and freely selects any map
// in the map queue.
//
// map_halt <0|1>
// * 0 - No pausing of the nect level load.
// 1 - Suspends the next map loading indefinately.
//
set map_file "maps.txt"
set map_autoload 1
set map_queue 1
set map_rotate 1
set map_once 1
set map_random 1
set map_nocount 0
set map_halt 0
// ==========================
// ITEM/WEAPON SETTINGS
// ==========================
// armor_q2style <0|1>
// Allows for Q2-style armoring system.
// * 0 - Normal Q3 style armor
// 1 - Yellow = 100 max armor, Red = 200 max armor,
// Shards = 5 w/no limit, armor does not countdown.
//
// gauntlet_damage <value>
// Specifies the amout of damage that the gauntlet inflicts on
// another player (default = 50).
//
// gauntlet_disable <0|1>
// Enable/Disable the Gauntlet. This param is also available in
// the weapon_have and weapon_start bitfield as 1024, but is also
// provided seperately to maintain compatibility with older server
// .cfgs.
//
// instagib_reload <100-5000>
// Specifies the railgun reload time in instagib only. Value is
// in milliseconds (ms) (defaut = 1500).
//
// item_disable <item_mask>
// Describes all items (excluding powerups) to be removed from each
// map (default = 0). Note, this value is a sum of all the items
// to be disabled, as listed below:
//
// item_mask
// ------------
// * 0 - No items diabled
// 1 - All armor
// 2 - All health
// 4 - BFG
// 8 - Machinegun
// 16 - Shotgun
// 32 - GrenadeLauncher
// 64 - RocketLauncher
// 128 - LightningGun
// 256 - PlasmaGun
// 512 - RailGun
//
// ---> Note, when a weapon is disabled, its associated
// ammo is also removed.
//
// Example: item_disable value of 511 effectively
// removes all items from the map except for
// the railgun and its ammo (slugs).
//
// mg_damage <value>
// Specifies the amout of damage that the machinegun inflicts on
// another player (non Team DM) (default = 7).
//
// mg_damageTeamplay <value>
// Specifies the amout of damage that the machinegun inflicts on
// another player (Team DM only) (default = 5).
//
// powerup_disable <powerup_mask>
// Describes all powerups to be removed from each map (default = 0).
// Note, this value is a sum of all the powerups to be disabled, as
// listed below:
//
// powerup_mask
// ------------
// * 0 - No powerups diabled
// 1 - Quad Damage
// 2 - Battlesuit
// 4 - Haste
// 8 - Regeneration
// 16 - Invisibility
// 32 - Flight
// 64 - Teleporter
// 128 - Medkit
//
// Example: power_disable value of 127 effectively
// removes all powerups from the map except for
// the holdable medkit.
//
// railgun_damage <value>
// Specifies the amout of damage that a railgun inflicts on
// another player (default = 100).
//
// replace_*: <replace_mask>
// Specifies if a weapon is to be replaced with another on
// any map. Defaults are listed below:
//
// replace_machinegun (Default: 1 - Machinegun)
// replace_shotgun (Default: 2 - Shotgun)
// replace_glauncher (Default: 4 - GrenadeLauncher)
// replace_rlauncher (Default: 8 - RocketLauncher)
// replace_lightning (Default: 16 - LightningGun)
// replace_railgun (Default: 32 - Railgun)
// replace_plasmagun (Default: 64 - PlasmaGun)
// replace_bfg (Default: 128 - BFG)
// replace_invis (Default: 256 - Invisibility)
// replace_quad (Default: 512 - Quad)
// replace_battlesuit (Default: 1024 - BattleSuit)
// replace_haste (Default: 2048 - Haste)
// replace_regen (Default: 4096 - Regeneration)
// replace_flight (Default: 8192 - Flight)
//
// <replace_mask>:
// ---------------
// 1 - Machinegun
// 2 - Shotgun
// 4 - GrenadeLauncher
// 8 - RocketLauncher
// 16 - LightningGun
// 32 - Railgun
// 64 - PlasmaGun
// 128 - BFG
// 256 - Invisibility
// 512 - Quad Damage
// 1024 - BattleSuit
// 2048 - Haste
// 4096 - Regeneration
// 8192 - Flight
//
// start_*: <value>
// Specifies strating ammo inventory for a player. Defaults
// for each ammo type are listed below:
//
// start_armor (Default: 0)
// start_health (Default: 125)
// start_bullets (Default: 50 teamplay/100 all else)
// start_shells (Default: 0)
// start_rockets (Default: 0)
// start_grenades (Default: 0)
// start_lightning (Default: 0)
// start_slugs (Default: 0)
// start_cells (Default: 0)
// start_bfg (Default: 0)
//
// weapon_deaddrop <0|1>
// 0 - Players DON'T drop their current weapon when killed.
// * 1 - Players drop their currently held weapon when killed.
//
// weapon_have <weapon_mask>
// Specifies ALL weapons that a player respawns with when
// entering a game or respawning from a death (default = 1).
//
// weapon_start <weapon_mask>
// Specifies the default weapon has in-hand when entering
// a game or respawning from a death. Note, the HIGHEST
// ordered weapon value will be chosen if an exact weapon
// number is not selected (default = 257).
//
// weapon_mask:
// ------------
// 1 - Machinegun
// 2 - Shotgun
// 4 - GrenadeLauncher
// 8 - RocketLauncher
// 16 - LightningGun
// 32 - Railgun
// 64 - PlasmaGun
// 128 - BFG
// 256 - Gauntlet
//
set armor_q2style 0
set gauntlet_damage 50
set instagib_reload 1500
set item_disable 0
set mg_damage 7
set mg_damageTeamplay 5
set powerup_disable 0
set railgun_damage 100
set replace_battlesuit 1024
set replace_bfg 128
set replace_flight 8192
set replace_glauncher 4
set replace_haste 2048
set replace_invis 256
set replace_lightning 16
set replace_machinegun 1
set replace_plasmagun 64
set replace_quad 512
set replace_railgun 32
set replace_regen 4096
set replace_rlauncher 8
set replace_shotgun 2
set start_armor 0
set start_bfg 0
set start_bullets 0
set start_cells 0
set start_grenades 0
set start_health 125
set start_lightning 0
set start_rockets 0
set start_shells 0
set start_slugs 0
set weapon_deaddrop 0
set weapon_have 257
set weapon_start 1