CPMA Mod
This commit is contained in:
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965a03bb3e
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28
cpma/cfg-maps/1v1maps.txt
Normal file
28
cpma/cfg-maps/1v1maps.txt
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@ -0,0 +1,28 @@
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cpm24
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cpm29
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cpm28
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cpm25
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cpm23
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cpm22
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cpm3a
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cpm19
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cpm17
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cpm16
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cpm15
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cpm12
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cpm11a
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cpm10
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cpm8
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cpm7
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cpm6
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cpm5
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cpm2
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cpm1a
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cpm1 -1
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cpm3 99
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cpm11 99
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pro-q3tourney2 -1
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pro-q3tourney4 99
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pro-q3tourney7 -1
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pro-q3dm13 -1
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10
cpma/cfg-maps/2v2maps.txt
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10
cpma/cfg-maps/2v2maps.txt
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@ -0,0 +1,10 @@
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cpm29
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cpm28
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cpm25
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cpm20
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ospdm6
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cpm16
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cpm15
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cpm14
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cpm11
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pro-q3dm6
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12
cpma/cfg-maps/camaps.txt
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12
cpma/cfg-maps/camaps.txt
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@ -0,0 +1,12 @@
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# the first map will be the one rotated to if the server is idle
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# entries are "mapname [minplayers] [maxplayers] [roundlimit] [timelimit [arena]]"
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# the arena field is for simple MA maps (like the RA3 ones)
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# if an MA map has a timelimit but there is a match in progress in that arena
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# the server will hold off rotating to the next map until that match is over
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# if there is no "dominant" arena, the map will just rotate at the timelimit
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pro-q3dm6 0 12
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cpm4 0 12
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cpm6 0 12
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cpm18 4 16
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1
cpma/cfg-maps/cpm10a.cfg
Normal file
1
cpma/cfg-maps/cpm10a.cfg
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@ -0,0 +1 @@
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weaponrespawn 5
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1
cpma/cfg-maps/cpm1a.cfg
Normal file
1
cpma/cfg-maps/cpm1a.cfg
Normal file
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@ -0,0 +1 @@
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weaponrespawn 5
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1
cpma/cfg-maps/cpm1b.cfg
Normal file
1
cpma/cfg-maps/cpm1b.cfg
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@ -0,0 +1 @@
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weaponrespawn 5
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1
cpma/cfg-maps/cpm22.cfg
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1
cpma/cfg-maps/cpm22.cfg
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@ -0,0 +1 @@
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weaponrespawn 5
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1
cpma/cfg-maps/cpm24.cfg
Normal file
1
cpma/cfg-maps/cpm24.cfg
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@ -0,0 +1 @@
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weaponrespawn 5
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18
cpma/cfg-maps/ctfmaps.txt
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18
cpma/cfg-maps/ctfmaps.txt
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@ -0,0 +1,18 @@
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# the first map will be the one rotated to if the server is idle
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# entries are "mapname [minplayers] [maxplayers] [caplimit] [timelimit]"
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cpmctf3 00 12
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cpmctf4 00 12
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cpmctf5 00 12
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cpmctf1 00 12
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cpmctf2 00 12
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# entries with minplayers -1 are "banned"
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# and can't be voted in even with map_restrict 0
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# use this for really awful maps that are bundled into a pk3 with others
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# or if you don't want to delete their pk3's for some reason
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# or a map incorrectly claims to support a mode that it doesn't
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# (e.g. specifies CTF but doesn't actually have flags)
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q3wcp20 -1
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32
cpma/cfg-maps/ffamaps.txt
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32
cpma/cfg-maps/ffamaps.txt
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# the first map will be the one rotated to if the server is idle
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# entries are "mapname [minplayers] [maxplayers] [fraglimit] [timelimit]"
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!cpm16ffa 2 8
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!cpm18ffa 4 16
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cpm4 4 14
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cpm6 4 14
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cpm9 4 14
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cpm13 4 14
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cpm14 4 99
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cpm15 2 8
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q3dm2 00 04 25 20
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q3dm3 00 04 25 20
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q3dm4 00 04 25 15
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!q3dm5ffa 00 06 25 15
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!q3dm6ffa 00 14 25 20
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q3dm7 04 99 30 20
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!q3dm8ffa 02 14
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!q3dm9ffa 02 14
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q3dm10 03 14
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q3dm11 03 14
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q3dm12 04 99 25 20
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q3dm13 04 10 30 20
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!q3dm14ffa 04 14
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q3dm15 04 14
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q3dm16 99 99
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q3dm17 99 99
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q3dm18 99 99 20 20
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q3dm19 99 99 20 20
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q3tourney2 00 04 20 10
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q3tourney4 00 04 20 10
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26
cpma/cfg-maps/mamaps.txt
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26
cpma/cfg-maps/mamaps.txt
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@ -0,0 +1,26 @@
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# the first map will be the one rotated to if the server is idle
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# format: "mapname [minplayers] [maxplayers] [roundlimit] [timelimit] [arena]"
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# the roundlimit field is essentially just for consistency with the
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# normal maplist format: MA maps MUST set their arenas roundlimits in the
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# "mapname.cfg" file
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# the arena field is for simple MA maps (like the RA3 ones)
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# if an MA map has a timelimit but there is a match in progress in that arena
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# the server will hold off rotating to the next map until that match is over
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# if there is no "dominant" arena, the map will just rotate at the timelimit
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ra3map1 0 99 0 20 4
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ra3map2 0 99 0 20 4
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ra3map3 0 99 0 20 5
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ra3map4 0 99 0 20 4
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ra3map5 0 99 0 20 4
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ra3map6 0 99 0 20 1
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ra3map7 0 99 0 20 4
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ra3map8 0 99 0 20 5
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ra3map9 0 99 0 20 1
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ra3map10 0 99 0 20 4
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ra3map11 0 99 0 20 4
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ra3map12 0 99 0 20 4
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ra3map13 0 99 0 20 5
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19
cpma/cfg-maps/ra3map1.cfg
Normal file
19
cpma/cfg-maps/ra3map1.cfg
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# make sure that browsers know the server is CA
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showas 5
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# Evolution
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arena 1
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mode DA
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# Thunderstruck
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arena 2
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mode DA
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# Canned Heat
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arena 3
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mode DA
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# Theatre Of Pain
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arena 4
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mode CA
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warmup 0
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21
cpma/cfg-maps/ra3map10.cfg
Normal file
21
cpma/cfg-maps/ra3map10.cfg
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@ -0,0 +1,21 @@
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# Europa Rendezvous
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# make sure that browsers know the server is CA
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showas 5
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# Arrival
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arena 1
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mode DA
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# Doomed
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arena 2
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mode DA
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# N.N.Y
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arena 3
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mode DA
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# Jupiter Rising
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arena 4
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mode CA
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warmup 0
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21
cpma/cfg-maps/ra3map11.cfg
Normal file
21
cpma/cfg-maps/ra3map11.cfg
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@ -0,0 +1,21 @@
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# All The Aces
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# make sure that browsers know the server is CA
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showas 5
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# Death Or Glory - by SgtGhost
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arena 1
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mode DA
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# Dead and Gone - by SgtGhost
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arena 2
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mode DA
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# Eat The Gun - by Wiebo de Wit
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arena 3
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mode DA
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# Overkill - by Wiebo de Wit
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arena 4
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mode CA
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warmup 0
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21
cpma/cfg-maps/ra3map12.cfg
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21
cpma/cfg-maps/ra3map12.cfg
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# Frag Like An Egytian
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# make sure that browsers know the server is CA
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showas 5
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# Smash
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arena 1
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mode DA
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# Drunken Mummy
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arena 2
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mode DA
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# Midlife Crisis
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arena 3
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mode DA
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# Hen House
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arena 4
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mode CA
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warmup 0
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32
cpma/cfg-maps/ra3map13.cfg
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32
cpma/cfg-maps/ra3map13.cfg
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# Home Base Of The Assassins
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# make sure that browsers know the server is CA
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showas 5
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# The Railing Box
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arena 1
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mode DA
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ammo 0,0,0,0,0,-1,0
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items -MG
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items -SG
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items -GL
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items -RL
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items -LG
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items -PG
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# The Stadium
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arena 2
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mode DA
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# The Chromatic Death
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arena 3
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mode DA
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The Try-Out
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arena 4
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mode DA
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# The Assassins Hide Out
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arena 5
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mode CA
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warmup 0
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21
cpma/cfg-maps/ra3map2.cfg
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21
cpma/cfg-maps/ra3map2.cfg
Normal file
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# Liquid Blue by Senn
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# make sure that browsers know the server is CA
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showas 5
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# Electric Head
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arena 1
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mode DA
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# Somewhat Damaged
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arena 2
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mode DA
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# Window Pain
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arena 3
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mode DA
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# Shaken Not Stirred
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arena 4
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mode CA
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warmup 0
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25
cpma/cfg-maps/ra3map3.cfg
Normal file
25
cpma/cfg-maps/ra3map3.cfg
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# Tranquility Arena
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# make sure that browsers know the server is CA
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showas 5
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# Electrodome
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arena 1
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mode DA
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# The Divide
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arena 2
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mode DA
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# The Generator
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arena 3
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mode DA
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# Industrial Buttress
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arena 4
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mode DA
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# AC's Temple
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arena 5
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mode CA
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warmup 0
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21
cpma/cfg-maps/ra3map4.cfg
Normal file
21
cpma/cfg-maps/ra3map4.cfg
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# The Citadels
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# make sure that browsers know the server is CA
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showas 5
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# Caer Mael
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arena 1
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mode DA
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# Mars' Bastion
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arena 2
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mode DA
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# Knight's Keep
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arena 3
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mode DA
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# Castle Deathstalker
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arena 4
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mode CA
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warmup 0
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21
cpma/cfg-maps/ra3map5.cfg
Normal file
21
cpma/cfg-maps/ra3map5.cfg
Normal file
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# Suicide20's Lost Faith
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# make sure that browsers know the server is CA
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showas 5
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# The Traps of Fate
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arena 1
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mode DA
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# Faith in Death
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arena 2
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mode DA
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# The Last Gift
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arena 3
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mode DA
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# Abbey of Temptation
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arena 4
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mode CA
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warmup 0
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21
cpma/cfg-maps/ra3map6.cfg
Normal file
21
cpma/cfg-maps/ra3map6.cfg
Normal file
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# Manic
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# make sure that browsers know the server is CA
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showas 5
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# Sanity Slipped
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arena 1
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mode CA
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warmup 0
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# Slightly Schizo
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arena 2
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mode DA
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# Brain Broke
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arena 3
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mode DA
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# Moon Man
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arena 4
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mode DA
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21
cpma/cfg-maps/ra3map7.cfg
Normal file
21
cpma/cfg-maps/ra3map7.cfg
Normal file
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# The Houses Of Infliction
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# make sure that browsers know the server is CA
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showas 5
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# House Of The Desolate
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arena 1
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mode DA
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# House Of Decay
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arena 2
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mode DA
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# House Of Blood
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arena 3
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mode DA
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# House Of Infliction
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arena 4
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mode CA
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warmup 0
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28
cpma/cfg-maps/ra3map8.cfg
Normal file
28
cpma/cfg-maps/ra3map8.cfg
Normal file
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# Hal's base arena
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# make sure that browsers know the server is CA
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showas 5
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# Gleam
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arena 1
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mode DA
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# Grit
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arena 2
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mode DA
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# Grunge
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arena 3
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mode DA
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# Gutteral
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arena 4
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mode FTAG
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warmup 0
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limit 5
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timelimit 0
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# Gaudy (otherware)
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arena 5
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mode CA
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warmup 0
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21
cpma/cfg-maps/ra3map9.cfg
Normal file
21
cpma/cfg-maps/ra3map9.cfg
Normal file
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# G1zbang2
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# make sure that browsers know the server is CA
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showas 5
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# Cannery
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arena 1
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mode CA
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warmup 0
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# Story
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arena 2
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mode DA
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# Q3Terrain
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arena 3
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mode DA
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# Megan's Place
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arena 4
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mode DA
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40
cpma/cfg-maps/teammaps.txt
Normal file
40
cpma/cfg-maps/teammaps.txt
Normal file
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# the first map will be the one rotated to if the server is idle
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# entries are "mapname [minplayers] [maxplayers] [fraglimit] [timelimit]"
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# since CPMA can run the TMP maps *without* anyone needing the pk3 for them,
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# those are used here in preference to the normal id ones
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# (the ! at the start of a map name means the map uses a custom .map)
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cpm21
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cpm4a
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cpm18r
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cpm26
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cpm27
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!cpm13b
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!q3dm12cpm
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!q3dm14tmp
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cpm14
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cpm20
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cpm9
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cpm6 0 4
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cpm11 0 4
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cpm16 0 4
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cpm19 0 4
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cpm25 0 4
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cpm28 0 4
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cpm29 0 4
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cpm4 99
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cpm13 99
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cpm18 99
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pro-q3tourney2 -1
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pro-q3tourney4 -1
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pro-q3tourney7 -1
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pro-q3dm13 -1
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pro-q3dm6 99
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q3dm9 -1
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q3dm11 -1
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q3dm15 -1
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42
cpma/cfg/cpl-server.cfg
Normal file
42
cpma/cfg/cpl-server.cfg
Normal file
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// almost everything is set to sensible defaults in CPMA
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// the only exceptions are cvars that are "poisoned" by baseq3
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seta sv_hostname "CPL Server"
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// change these :)
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seta ref_password abc
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seta rconpassword xyz
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// server autoactions bitmask: demo 1, screenshot 2, timestamp 8
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seta server_record 11
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// on LAN, this is unnecessary provided sv_LANforcrerate is left at 1, but...
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seta sv_maxrate 50000
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seta server_ratemin 50000
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seta server_maxpacketsmin 125
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seta server_maxpacketsmax 125
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seta server_optimiseBW 0
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seta sv_fps 30
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seta sv_pure 1
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seta sv_allowdownload 0
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seta g_log ""
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seta admin_log ""
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seta filter_file ""
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seta vote_limit 0
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// gameplay settings
|
||||
seta server_gameplay VQ3
|
||||
seta mode_start VQ3DM
|
||||
seta mode_idletime 0
|
||||
seta server_availmodes VQ3DM
|
||||
|
||||
seta map_delay 0
|
||||
seta map_restrict 0
|
||||
seta map_rotate 0
|
||||
|
||||
map pro-q3dm6
|
4707
cpma/changelog.txt
Normal file
4707
cpma/changelog.txt
Normal file
File diff suppressed because it is too large
Load Diff
10
cpma/classes/fighter.cfg
Normal file
10
cpma/classes/fighter.cfg
Normal file
|
@ -0,0 +1,10 @@
|
|||
n Fighter
|
||||
m sarge
|
||||
s 280
|
||||
h 100
|
||||
a 100
|
||||
ac 1
|
||||
jd 1
|
||||
w3 10,25,5,10
|
||||
w5 5,25,5,10
|
||||
w8 50,100,25,50
|
11
cpma/classes/scout.cfg
Normal file
11
cpma/classes/scout.cfg
Normal file
|
@ -0,0 +1,11 @@
|
|||
n Scout
|
||||
m slash
|
||||
s 320
|
||||
h 100
|
||||
a 50
|
||||
ac 0
|
||||
jd 1
|
||||
jr 1
|
||||
w3 15,25,5,10
|
||||
w4 3,6,1,3
|
||||
sw 3
|
10
cpma/classes/sniper.cfg
Normal file
10
cpma/classes/sniper.cfg
Normal file
|
@ -0,0 +1,10 @@
|
|||
n Sniper
|
||||
m visor
|
||||
s 280
|
||||
h 100
|
||||
a 50
|
||||
ac 1
|
||||
jd 1
|
||||
jr 0
|
||||
w2 100,100,25,50
|
||||
w7 10,25,5,10
|
9
cpma/classes/tank.cfg
Normal file
9
cpma/classes/tank.cfg
Normal file
|
@ -0,0 +1,9 @@
|
|||
n Tank
|
||||
m keel
|
||||
s 240
|
||||
h 100
|
||||
a 150
|
||||
ac 2
|
||||
w3 10,25,5,10
|
||||
w5 10,25,5,10
|
||||
w6 50,150,25,50
|
BIN
cpma/cpma-trans.ico
Normal file
BIN
cpma/cpma-trans.ico
Normal file
Binary file not shown.
After Width: | Height: | Size: 13 KiB |
BIN
cpma/cpma.ico
Normal file
BIN
cpma/cpma.ico
Normal file
Binary file not shown.
After Width: | Height: | Size: 13 KiB |
80
cpma/default.cfg
Normal file
80
cpma/default.cfg
Normal file
|
@ -0,0 +1,80 @@
|
|||
|
||||
// key bindings
|
||||
|
||||
unbindall
|
||||
|
||||
bind ` toggleconsole
|
||||
bind ~ toggleconsole
|
||||
|
||||
bind TAB +scores
|
||||
bind PAUSE screenshotJPEG
|
||||
|
||||
bind F1 "vote yes"
|
||||
bind F2 "vote no"
|
||||
bind F3 "ready"
|
||||
bind F4 "notready"
|
||||
bind F5 "arenavote yes"
|
||||
bind F6 "arenavote no"
|
||||
|
||||
bind ENTER messagemode
|
||||
bind \ messagemode2
|
||||
|
||||
bind d +back
|
||||
bind e +forward
|
||||
bind f +moveright
|
||||
bind s +moveleft
|
||||
|
||||
bind ALT +movedown
|
||||
|
||||
bind c "weapon 1"
|
||||
bind 5 "weapon 9"
|
||||
bind a "weapon 2"
|
||||
bind v "weapon 8"
|
||||
bind r "weapon 6"
|
||||
bind g "weapon 7"
|
||||
bind q "weapon 4"
|
||||
bind w "weapon 5"
|
||||
bind t "weapon 3"
|
||||
|
||||
bind MOUSE1 +attack
|
||||
bind MOUSE3 +zoom
|
||||
|
||||
|
||||
// cvars
|
||||
|
||||
|
||||
// core engine behavior
|
||||
|
||||
seta com_hunkmegs 128
|
||||
seta com_maxfps 125
|
||||
seta scr_conspeed 999
|
||||
seta vm_game 2
|
||||
seta vm_cgame 2
|
||||
seta vm_ui 2
|
||||
|
||||
|
||||
// graphics
|
||||
|
||||
seta r_fullscreen 1
|
||||
seta r_mode 0
|
||||
seta r_roundImagesDown 0
|
||||
|
||||
|
||||
// network
|
||||
|
||||
seta rate 25000
|
||||
seta cl_allowDownload 0
|
||||
seta cl_maxpackets 125
|
||||
seta cg_laghax -1
|
||||
|
||||
|
||||
// server
|
||||
|
||||
seta sv_fps 30
|
||||
|
||||
|
||||
// CPMA already sets all cgame and game vars correctly
|
||||
// but some are hacked into the engine so our defaults are ignored
|
||||
|
||||
seta model "mynx/pm"
|
||||
seta color nnyny
|
1
cpma/description.txt
Normal file
1
cpma/description.txt
Normal file
|
@ -0,0 +1 @@
|
|||
CPMA/OSP 1.48 (27 Jul 10)
|
146
cpma/docs/Bots.txt
Normal file
146
cpma/docs/Bots.txt
Normal file
|
@ -0,0 +1,146 @@
|
|||
|
||||
Challenge ProMode Arena: Enhanced Bots
|
||||
--------------------------------------
|
||||
Date: 28 Apr 03
|
||||
|
||||
Well, go figure...
|
||||
Thanks to Qrealka and Diamant, I've put some effort into the bots.
|
||||
None of this would have happened if they hadn't been willing to help
|
||||
out, because it would have taken more time than I have to spare.
|
||||
Pretty much all the DM AI has been improved over CPMA1.1 with new
|
||||
decision-making code. The bots are quite a bit smarter than before,
|
||||
and at times you can even "see" what they're thinking if you watch
|
||||
them. They're still completely ignorant of many things though, and
|
||||
unfortunately are still dependent on AAS files, which are invariably
|
||||
flat out wrong about level connectivity. Swelt or I may write a guide
|
||||
to how mappers can fix some of the worst problems if we ever get time.
|
||||
I've ONLY focused on DM, so I expect they're still absolutely awful
|
||||
at TDM/CTF/etc.
|
||||
|
||||
Fixes are generally for the new bots only, but some have been applied
|
||||
to the standard bots as well if the bug is too pathetic to tolerate.
|
||||
Those are marked with an 'I' (e.g. the 1.1 RL aim bug was a "fixI")
|
||||
and are implicitly id bugs, obviously.
|
||||
|
||||
The skill thresholds are:
|
||||
79- has pretty sucky aim
|
||||
81+ enables evil RL
|
||||
86+ tries to avoid "bad" RG shots **
|
||||
bot_challenge 1
|
||||
enables evil hitscan at skill 91+ after you're open for 0.5-0.25s
|
||||
doesn't degrade accuracy at close ranges
|
||||
aims faster after using a tele
|
||||
does NOT otherwise affect aim skill
|
||||
uses the "alternate" weapon choices (more hitscan)
|
||||
|
||||
** At 86+, you'll see a noticeable jump in hitscan accuracies.
|
||||
This DOESN'T mean that they've suddenly become all-aim bots. They
|
||||
actually still only hit as many shots as they do at 85, but since
|
||||
they FIRE far less often when they know the shot is a "bad" one,
|
||||
the percentages become much higher.
|
||||
|
||||
Skill level also affects movement speed to some extent.
|
||||
|
||||
There are some new bots as well, with slightly better strategic
|
||||
play and some "personal" properties. They can only be used at
|
||||
skill 6 and above (CPMA AI).
|
||||
|
||||
Apheleon
|
||||
faster than all other bots
|
||||
has improved RL
|
||||
uses the "alternate" weapon choices
|
||||
|
||||
arQon
|
||||
only slightly faster than normal bots
|
||||
has godlike RL
|
||||
uses RL a LOT
|
||||
|
||||
rat (the LPB version)
|
||||
faster than normal bots
|
||||
has godlike RL
|
||||
uses RL a LOT
|
||||
|
||||
|
||||
add: strafejumping, yay!
|
||||
Qrealka and Diamant get all the credit for this one
|
||||
|
||||
add: tanked bots will hunt you down and spawnrape you >:)
|
||||
|
||||
add: evil RL prediction (quite ratlike at times :P)
|
||||
|
||||
add: a bit of dodging and ducking for cover
|
||||
|
||||
chg: skill 6-100 uses the new AI (1-5 are the id bots)
|
||||
|
||||
chg: rewrote item choice management (esp wrt health and armour)
|
||||
|
||||
chg: weapon selection now biased towards killshots
|
||||
|
||||
chg: removed bot_boost
|
||||
|
||||
fixI: bots completely ignoring enemies 3ft away from them
|
||||
|
||||
fixI: bots unable to hit enemies at very narrow angles
|
||||
|
||||
|
||||
Date: 20 Mar 03
|
||||
|
||||
|
||||
CPMA's bots have undergone several dozen bugfixes and tweaks over the past
|
||||
few years, especially wrt melee, but have continued to use the id code for
|
||||
the bulk of their "decision" making, which is essentially "wander around
|
||||
at random collecting items until we blunder into someone."
|
||||
|
||||
I've generally been reluctant to work on the AI as I don't consider it a
|
||||
particularly challenging or interesting area, since the vast majority of
|
||||
its problems are buried deep within the engine itself and the BSPC/AAS
|
||||
process, improvements generally have to be made by fighting against Q3
|
||||
every step of the way.
|
||||
|
||||
However, the continually decreasing "quality" of my ISP, the staggeringly
|
||||
inept Charter Communications, has forced my hand. You can thank their sheer
|
||||
incompetence and near-total inability to run a network that functions at
|
||||
all, let alone at an acceptable level, for these improvements. :/
|
||||
|
||||
With 1.1, the "strategic" gameplay behaviour of the AI has undergone some
|
||||
fairly drastic changes, which is to say it actually exists now. :P
|
||||
|
||||
Bots are aware of armour and health, and will time them to a reasonable
|
||||
degree. They also have a basic understanding of the relative value of
|
||||
items, i.e. given the choice between an RL and a box of MG ammo they'll
|
||||
usually go for the RL; and they will no longer walk within inches of a YA
|
||||
and ignore it completely to collect a shard 20ft away instead.
|
||||
How well this approach works is however strongly dependent on the map.
|
||||
Since bots still use the id code for their movement, they will still play
|
||||
fairly poorly on the vast majority of maps, including id's own. In many
|
||||
cases, the combination of defective AAS files and limitations of the
|
||||
movement code will result in them performing WORSE than before as they
|
||||
continually try and fail to reach certain items.
|
||||
The CPM maps have always been designed for the most highly-skilled human
|
||||
players, and as such are usually something of a "worst case" environment
|
||||
for the Q3 bots. CPM3a however (Swelt's remix of jude's classic CPM3) has
|
||||
undergone extensive tweaking to make it as bot-friendly as possible,
|
||||
while retaining the exact same human-gameplay as the original.
|
||||
|
||||
The other key bot-related change in 1.1 is a fix to some defective math in
|
||||
their use of projectile weapons. While it's historically been true that
|
||||
there is nothing LESS dangerous than a bot with an RL, this is no longer
|
||||
the case. While still very much inferior to a good human player, they can
|
||||
now be quite a threat.
|
||||
|
||||
Bot skill as used by g_spSkill and the addbot command now ranges from 1-15.
|
||||
|
||||
1-5 is "vaguely-id" AI, which is to say that it uses the id melee code but
|
||||
otherwise doesn't really have much in common with baseq3. I'm not going to
|
||||
back out 3 years of bugfixes.
|
||||
|
||||
6-10 is "standard" CPMA AI, i.e. what 1-5 was in 1.0
|
||||
|
||||
11-15 is "enhanced" CPMA AI, as outlined in this file. Since I've barely
|
||||
spent a day on this, it's really only DM-aware so far. When I get time
|
||||
I'll teach them about TDM and CTF: splitting the map into zones of
|
||||
responsibility; sharing weapons with teammates; etc etc.
|
||||
|
||||
Regardless, skill 100 bots will absolutely thrash normal "Nightmare" bots,
|
||||
and when combined with friendly maps and bot_boost 1.5 can actually be
|
||||
decent opponents rather than mindless cannon fodder. They're fun. :)
|
502
cpma/docs/Client.txt
Normal file
502
cpma/docs/Client.txt
Normal file
|
@ -0,0 +1,502 @@
|
|||
Challenge ProMode Arena: Client Settings
|
||||
-----------------------------------------
|
||||
|
||||
Date: 22-Apr-2009
|
||||
|
||||
This document explains some of the clientside support for CPMA. It will
|
||||
never be as current as the changelog, so you should always check that
|
||||
with each new release.
|
||||
http://www.promode.org/wiki/index.php/Client_Settings will almost
|
||||
certainly be more up to date.
|
||||
|
||||
|
||||
Network Settings
|
||||
----------------
|
||||
|
||||
cg_lagHax <-1|0> (default = -1)
|
||||
A combination of adaptive prediction and an updated version of the
|
||||
famous "50ms hack" we introduced way back in 99v6 that also does small
|
||||
amounts of lag compensation. Capped at 100ms no matter what: this is
|
||||
intended solely to make European / EastUS v WestUS / etc games a bit
|
||||
less of a hassle, not to hack dialup players into aimgods at the expense
|
||||
of everyone else. 0 disables it, -1 means "as much as I'm allowed": it's
|
||||
naturally adaptive. You'll lose some of your "feel" for lag, which
|
||||
messes up your RL aim, etc. This doesn't suffer from the CS/etc problems
|
||||
of "total BS" shots that piss everyone off; it's not trying to be some
|
||||
panacea for modemers; and I'm honest enough to call it the hack that it
|
||||
is instead of pretending that it magically makes lag suddenly not exist,
|
||||
but all in all it's a pretty nice end result. If you use this, any form
|
||||
of nudging will generally make you LESS accurate if your ping's under
|
||||
100ms, because it'll screw up the adaptive calculations.
|
||||
|
||||
cg_nudge <value> (default = 0)
|
||||
An updated and much improved version of
|
||||
id's crippled cl_timenudge. Allows you to use nudges beyond -25, and
|
||||
automatically adjusts them to your ping: if you use -50 with a 20 ping,
|
||||
you get -20. If you spike to 40ms for a few seconds, you get -40 during
|
||||
the spike. This give you a "consistent worldview" that cl_timenudge
|
||||
can't, and generally helps regardless of your connection.
|
||||
|
||||
cg_optimiseBW <bitmask> (default = 0)
|
||||
1 - Significantly reduces the amount of non-critical data sent to you.
|
||||
Regrettably, this also makes you unable to see players through portals,
|
||||
thanks to a bug in the Q3 engine. Small price to pay though for the HUGE
|
||||
difference it makes to team games. Servers can, and by default do, force
|
||||
this on for all clients. It's probably worth setting it to 1 anyway
|
||||
though, just in case you end up on a server that's changed it to 0.
|
||||
2 - Use this if your connection is UTTERLY starved for upstream bandwidth
|
||||
(i.e. from you TO the server). Essentially, if you're on dialup or one
|
||||
of those Belgian Warp connections. Understand that if you're warpy and
|
||||
you choose to NOT set this because you like the advantage you get from
|
||||
warping, you're screwing YOURSELF. Your shots will end up with
|
||||
potentially huge random delays on them, so even if you're LPB the server
|
||||
may not see that you fired until up to 100ms after the fact, effectively
|
||||
making your weapons act like you have an unstable and much laggier
|
||||
connection, and without cg_nudge's ability to smooth it out.
|
||||
|
||||
cg_predict <0|1|2> (default = 1)
|
||||
Replaces cg_nopredict.
|
||||
0 - off
|
||||
1 - normal
|
||||
2 - optimised
|
||||
The normal prediction path is extremely slow at times (notably around
|
||||
curves) and can cost you 100fps on a GHz machine. This new scheme is
|
||||
MUCH faster, but slightly more prone to errors. Oddly enough, it's still
|
||||
more accurate than the original id prediction code (i.e. before the CPMA
|
||||
fixes). If you have a slow machine, it's definitely worth trying. Note
|
||||
that cg_predict 2 was introduced 9 Sep 2002, the definition of a "slow
|
||||
machine" has changed since then. Today's computers will not notice any
|
||||
difference at all.
|
||||
Note: Do not use cg_predictItems 1 with cg_predict 2.
|
||||
|
||||
cg_predictItems <0|1> (default = 1)
|
||||
Toggle client-side item prediction. 0 option to not do local prediction
|
||||
of item pickup. If you get many false pickups (due to lag, packetloss or
|
||||
high ping) you should definitely use 0. It's annoying when the client
|
||||
predicts that you picked up RL, only to notice a bit later that you did
|
||||
not pick up anything.
|
||||
Note: Do not use cg_predictItems 1 with cg_predict 2.
|
||||
|
||||
cg_smoothClients
|
||||
Does not exist in CPMA - see cg_xerpClients instead.
|
||||
|
||||
cg_xerpClients <-1|0|1> (default = 0)
|
||||
A replacement for id's cg_smoothclients that does something useful. :)
|
||||
1 - Hacked extrapolation: intended for HPBs
|
||||
This smooths players out when you use high timenudges, at the cost of
|
||||
some accuracy. It's typically easier to hit a smooth target that's a few
|
||||
pixels misplaced than it is to hit one that looks like it's teleporting
|
||||
all over the map, so this combined with cg_nudge is the best option for
|
||||
HPBs.
|
||||
0 - No extrapolation. Fine you're LPB.
|
||||
1 - id's smoothclients: fine if you have cg_nudge 0, worthless otherwise.
|
||||
Note that prediction errors, such as players in walls, are likely to
|
||||
occur. Tends to increase how much other players warp to you.
|
||||
Use at your own risk.
|
||||
|
||||
cl_maxpackets <30-125> (default = 63)
|
||||
The higher value, the more correct info you send to the server and the
|
||||
more you will hit and the less you will warp - set as high as your
|
||||
connection allows.
|
||||
|
||||
cl_packetdup <value> (default = 1)
|
||||
Set to 0 if your connection is fine.
|
||||
Set higher if you experience much packet loss.
|
||||
|
||||
cl_timenudge <value> (default = 0)
|
||||
This still exists in CPMA, but should always be 0 unless you're so used
|
||||
to "normal" Q3 netcode that you've become dependent on it. All it really
|
||||
does now is mess up the automatic adaptive nudges.
|
||||
|
||||
snaps
|
||||
snaps should NOT be set in your config. CPMA adjusts snaps value
|
||||
according to the server's sv_fps value. If you join a sv_fps 20 server
|
||||
your snaps get set to 20, if you join a sv_fps 30 server your snaps get
|
||||
set to 30 etc...
|
||||
|
||||
cl_allowDownload <0|1> (default = 0)
|
||||
Toggle downloading of pk3 files from servers. Should be left at 0 as you
|
||||
rarely reach high download speeds.
|
||||
|
||||
|
||||
|
||||
CPMA Colors
|
||||
-----------
|
||||
|
||||
CPMA uses a-y to display colors, with a-x being an HSV table and y being
|
||||
white. Colors can be used in \name, \nick, \ch_crosshairText, \say_team,
|
||||
\say_teamnl \ch_crosshairColor and several others.
|
||||
Note these colors do NOT apply to the SuperHud which uses rgba
|
||||
|
||||
|
||||
|
||||
Chat Tokens
|
||||
-----------
|
||||
|
||||
You can use any number of chat tokens in binds. Would recommend adding
|
||||
[#H/#A] #U to all binds where team mates need to know your current
|
||||
condition - for instance "say_team ^3Need Weapon! ^5[#H/#A] #U".
|
||||
|
||||
But do NOT overdo it as excessive use of tokens can easily cause
|
||||
information overload. For instance, CTF high/low binds should be as
|
||||
simple as possible. The location of EFC is of must importance and your
|
||||
own health/armor/weapon/pu/etc nearly irrelevant.
|
||||
|
||||
#A - Armor Current Armor level.
|
||||
#a (lower case) does not change color according to Armor level.
|
||||
say_team "Hurting bad - #H/#A"
|
||||
|
||||
#C - Corpse The location where you last died.
|
||||
say_team "Overrun at #C"
|
||||
|
||||
#D - Damaged by The last player to score a hit on you.
|
||||
say_team "#D is heavily armed! RUN AWAY! RUN AWAY!"
|
||||
|
||||
#E - Enemy presence Detailed information on all enemies in your FOV.
|
||||
"2 enemies", "EFC", "Enemy QUAD plus 1", etc
|
||||
|
||||
#F - nearest Friendly player's \name
|
||||
Not the same as #N which uses \nicks when available.
|
||||
It's recommended to use #N instead of #F.
|
||||
bind ? "say_team drop; Dropped weapon for #F"
|
||||
|
||||
#H - Health Current Health level.
|
||||
#h (lower case) does not change color according to Health level.
|
||||
say_team "Hurting bad - #H/#A"
|
||||
|
||||
#I - nearest Item
|
||||
Shows the nearest "significant" (weapon, armor, powerup, or MH)
|
||||
available item, including dropped items.
|
||||
say_team "#I available"
|
||||
|
||||
#L - Location
|
||||
Many maps have terrible target_location entities e.g. PG on PRO-Q3DM6
|
||||
shows as YA. This shows the nearest "significant" item spawn (weapon,
|
||||
armor, powerup, flag or MH), whether the item is there or not.
|
||||
say_team "Took/waiting for #L"
|
||||
|
||||
#M - aMMo wanted
|
||||
Lists all types of ammo for weapons you have that are empty or nearly so.
|
||||
say_team "Need #M"
|
||||
|
||||
#N - nearest team mate's \nick
|
||||
Uses your nearest team mate's \name should he not have set his \nick.
|
||||
It's recommended to use #N instead of #F.
|
||||
bind ? "say_team drop; Dropped weapon for #N"
|
||||
|
||||
#P - last Pickup
|
||||
say_team "Took #P"
|
||||
|
||||
#S - item in Sights
|
||||
Item that you are aiming at directly. Distance to the item is irrelevant.
|
||||
|
||||
#T - Target The last player you hit.
|
||||
say_team "#T is weak - finish him!"
|
||||
|
||||
#U - powerUps Powerups you carry - Includes flags.
|
||||
|
||||
#W - Weapon
|
||||
#w (lower case) does not change color according to Ammo level.
|
||||
Lists the current weapon and ammo you have.
|
||||
say_team "Need weapon! I only have #W"
|
||||
|
||||
|
||||
|
||||
Player Model & Color Cvars
|
||||
--------------------------
|
||||
|
||||
color <string> (default = nnyny)
|
||||
Colour string characters 0-9 and a-z.
|
||||
First # is your Railcore color.
|
||||
Second # is your Helmet/Visor color.
|
||||
Third # is your Shirt Color.
|
||||
Fourth # is your Legs Color.
|
||||
Fifth # is your Rail Spiral Color.
|
||||
This also affects your team mates' color if you use cg_forceColors 1.
|
||||
|
||||
cg_deadBodyDarken <0|1> (default = 1)
|
||||
Darkens players as soon as they become corpses.
|
||||
|
||||
cg_enemyColors <string> (default = "iiiiii")
|
||||
Formatted as RHBLX, same as \color.
|
||||
Requires a PM cg_enemymodel - eg cg_enemyModel sarge/pm.
|
||||
|
||||
cg_enemyModel <modelname> (default = "sarge/pm" )
|
||||
Setting this will force all players on the enemy team to appear to
|
||||
have this model.
|
||||
PM model highly recommended.
|
||||
|
||||
cg_forceColors <0|1> (default = 0)
|
||||
Force your team to use the same color as you.
|
||||
PM model and cg_forceModel 1 recommended.
|
||||
|
||||
cg_forceModel <0|1> (default = 0)
|
||||
Force your team to use the same model as you.
|
||||
PM model and cg_forceColors 1 recommended.
|
||||
|
||||
cg_showPlayerLean <0|1> (default = 1)
|
||||
Allows the disabling of viewed model leaning that was introduced in
|
||||
the 1.27x patches. 0 is more accurate in regards to hitboxes.
|
||||
|
||||
model <modelname> (default = "mynx/pm" )
|
||||
Your model. It is highly recommended that you choose a pm model.
|
||||
This also affects your team mates' models if you use cg_forceModel 1.
|
||||
|
||||
|
||||
|
||||
Audio Cvars
|
||||
-----------
|
||||
|
||||
cg_ammoWarning <0|1> (default = 1)
|
||||
Toggles the "click" sound.
|
||||
The visual effect can be changed in your HUD config. (see HUD.txt)
|
||||
|
||||
cg_nochatbeep <0|1> (default = 0)
|
||||
Allows client to suppress "beeps" heard during normal chat messages.
|
||||
Especially convenient when connected to spam-riddled GTV servers.
|
||||
|
||||
cg_nohitbeep <0|1> (default = 0)
|
||||
Disable hit beep. Some like it for LG.
|
||||
|
||||
cg_noTaunt <0|1> (default = 1)
|
||||
Disable all taunts, not just voicechat ones.
|
||||
|
||||
cg_noteamchatbeep <0|1> (default = 0)
|
||||
Allows client to suppress "beeps" heard during team chat messages.
|
||||
|
||||
cg_oldCTFSounds <0|1|2> (default = 2)
|
||||
0 - TA sounds, with voiceovers on captures, flag pickups, ete
|
||||
1 - Near-worthless Q3 1.17 sounds, same for both teams
|
||||
2 - Team-specific sounds, no voiceovers
|
||||
Also controls non-leadchange FTDM end-of-round announcements.
|
||||
|
||||
s_ambient <0|1> (default = 1)
|
||||
Disable ambient sounds like the gongs on q3wcp2 and the void/wind/water
|
||||
background noise on a ton of maps.
|
||||
|
||||
s_announcer <string> (default = feedback)
|
||||
Set to hellchick for alternative game feedback sounds - requires
|
||||
\snd_restart. If using Challenge Q3 executable you can set s_announcer 0
|
||||
to remove all announcer sounds. Not recommended for original quake3.exe
|
||||
which plays sound/feedback/hit.wav.
|
||||
|
||||
|
||||
|
||||
General Cvars
|
||||
-------------
|
||||
|
||||
cg_altLightning <string> (default = 0)
|
||||
0 - Original (pre-TA) id LG beam
|
||||
1 - CPMA lightning
|
||||
2 - Thin lightning
|
||||
3 - Lightning using 1.44 render
|
||||
Switch between various LG shaft visuals. Example: cg_altLightning 032.
|
||||
First character is player lightning.
|
||||
Second character is enemy lightning.
|
||||
Third character is team lightning.
|
||||
First character is default for enemy and team mate lightning if not
|
||||
specified.
|
||||
|
||||
cg_altPlasma <0|1|> (default = 0)
|
||||
0 - Original id plasma
|
||||
1 - CPMA plasma
|
||||
|
||||
cg_autoAction <bitmask> (default = 0)
|
||||
Perform game actions such as demo recording and screenshots.
|
||||
1 - save stats to a local text file at the end of a match.
|
||||
logs are stored in: <cpma_root>/stats/<date>/<logname>.txt.
|
||||
2 - take an end-of-game screenshot.
|
||||
4 - record a demo of the game. Requires warmup to be on, i.e. \ready.
|
||||
It will NOT trigger if you join a game that has already started
|
||||
(or you got disconnected). In those cases you should use \autorecord.
|
||||
8 - multiview the game. This also works for GTV even if left unattended!
|
||||
PLEASE use it GTV admins. If put in gtv.cfg the gtv just has to be
|
||||
connected to the q3server, there is NO need for a camera guy as the
|
||||
MV will start once players ready up!
|
||||
16 - only do these things if you're actually playing in the game.
|
||||
32 - follow power up.
|
||||
64 - follow killer.
|
||||
|
||||
cg_brasstime <value> (default = 2500)
|
||||
Controls the time shell casings being discharged from MG+SG are visible.
|
||||
|
||||
cg_damageDraw <0|1> (default = 1)
|
||||
Obscure player's vision with blood effect when they are hit.
|
||||
|
||||
cg_drawGun <0|1|2> (default = 2)
|
||||
Toggles the gun being drawn.
|
||||
0 - gun off
|
||||
1 - gun on
|
||||
2 - gun on, no sway
|
||||
|
||||
cg_fallKick <0|1> (default = 1)
|
||||
Toggles the screen bouncing when player falls.
|
||||
|
||||
cg_fov <0-130> (default = 102)
|
||||
Field of view. Higher values give better peripheral vision while lower
|
||||
values give better frontal vision.
|
||||
|
||||
cg_gibs <0|1> (default = 1)
|
||||
Gibs and blood splatter effect.
|
||||
|
||||
cg_gunOffset [x,y,z] (default = "")
|
||||
Moves gun along x,y,z axis. Valid x,y,z values are -9 to 9, for instance
|
||||
cg_gunOffset 5,-9,9.
|
||||
|
||||
cg_itemFX <bitmask> (default = 7)
|
||||
Control the cutesy gimmicks on cg_simpleitems 0 items.
|
||||
With cg_simpleitems 1 the only difference is flags as they have no
|
||||
simple model.
|
||||
1 - bob up and down
|
||||
2 - rotate (asymmetric items will always rotate)
|
||||
4 - scale up on respawn
|
||||
|
||||
cg_lightningImpact <0|1> (default = 0)
|
||||
Draw the "glowing ball" at the end of the shaft.
|
||||
|
||||
cg_marks <value> (default = 2500)
|
||||
Milliseconds marks after explosions are visible.
|
||||
|
||||
cg_muzzleFlash <0|1> (default = 1)
|
||||
Specifies if there is a muzzle flash when gun is fired.
|
||||
|
||||
cg_noAmmoChange <0|1> (default = 1)
|
||||
Disables the ability to switch to a weapon that doesn't have any ammo.
|
||||
Useful for multiple-weapon binds.
|
||||
|
||||
cg_nomip <#bitmask> (default = 1023 - all r_picmip 0)
|
||||
Allows changing graphics to picmip 0 setting, regardless of current
|
||||
r_picmip setting. Changes require vid_restart.
|
||||
1 - Lightning
|
||||
2 - Plasma
|
||||
4 - Rocket and Grenade explosions
|
||||
8 - Grenades (the grenade ITSELF, not the same as 4)
|
||||
16 - Bullets (machinegun and shotgun)
|
||||
32 - Railgun
|
||||
64 - BFG
|
||||
128 - Blood
|
||||
256 - Smoke
|
||||
512 - Rockets (the projectile, not the same as 4)
|
||||
|
||||
cg_noProjectileTrail <0|1> (default = 0)
|
||||
Removes underwater bubble trails from weapon fire.
|
||||
|
||||
cg_railstyle <0 to 7> (default = 5)
|
||||
Changes the style of the rail trail.
|
||||
0 - no trail
|
||||
1 - straight core (line) only
|
||||
2 - spiral only, no core
|
||||
3 - spiral with straight core
|
||||
4 - dotted core only
|
||||
5 - original id style
|
||||
6 - spiral with dotted core
|
||||
7 - everything
|
||||
|
||||
cg_railCoreWidth (default = 2)
|
||||
Width of the Core. BaseQ3 r_rail* cvars are now obsoleted.
|
||||
|
||||
cg_railRingWidth (default = 8)
|
||||
Width of the Rings. BaseQ3 r_rail* cvars are now obsoleted.
|
||||
|
||||
cg_railRingStep (default = 32)
|
||||
Distance between Rings. BaseQ3 r_rail* cvars are now obsoleted.
|
||||
|
||||
cg_railTrailTime (default = 400)
|
||||
Rail time in milliseconds. BaseQ3 r_rail* cvars are now obsoleted.
|
||||
|
||||
cg_shadows <0|1> (default = 1)
|
||||
Player shadows.
|
||||
|
||||
cg_simpleitems <0|1> (default = 0)
|
||||
Simple 2d items.
|
||||
|
||||
cg_smoke_SG <0|1> (default = 1)
|
||||
Controls the smoke on the shotgun blast.
|
||||
|
||||
cg_smokeRadius_GL <value> (default = 4)
|
||||
Controls the size of the smoke trail for grenades.
|
||||
|
||||
cg_smokeRadius_RL <value> (default = 6)
|
||||
Controls the size of the smoke trail for rockets.
|
||||
|
||||
cg_trueLightning <0.0 to 1.0 and negative> (default = 0.75)
|
||||
0 - Default LG feedback as seen in baseq3.
|
||||
1 - Pure client side rendering of LG graphic.
|
||||
Fractional values - Mix between server and client rendering of LG.
|
||||
Negative values - No LG graphic.
|
||||
|
||||
cg_useScreenShotJPEG <0|1> (default = 1)
|
||||
Whether cg_autoaction 2 uses tga or jpg format.
|
||||
|
||||
cg_viewAdjustments <0|1> (default = 0)
|
||||
Replaces and unifies cg_run* and cg_bob* which are all deleted.
|
||||
|
||||
ch_playerNames <0|1> (default = 0)
|
||||
Display player names above model heads. Only works during demo playback.
|
||||
|
||||
com_blood <0|1> (default = 1)
|
||||
Show blood when players are hit.
|
||||
|
||||
com_hunkmegs <value> (default = 64)
|
||||
Amount of RAM allocated to q3. Generally set to 2/3 of your available
|
||||
memory but anything above 256 is plenty.
|
||||
|
||||
com_maxfps <value> (default = 85)
|
||||
Fps cap. Unlike BaseQ3, movement in CPMA is not dependant on FPS. You
|
||||
will jump just as high/far with 30fps as with a million fps. Set to 125
|
||||
or your monitor's maximum display refresh.
|
||||
|
||||
r_mode <value> (default = 4, 800x600)
|
||||
Controls game resolution.
|
||||
Type \modelist in console to see exactly what mode each number means.
|
||||
r_mode -1 enables custom resolution.
|
||||
|
||||
r_customHeight <value>
|
||||
Game resolution Height when r_mode -1 is used.
|
||||
For instance r_customWidth 1680, r_customHeight 1050.
|
||||
|
||||
r_customWidth <value>
|
||||
Game resolution Width when r_mode -1 is used.
|
||||
For instance r_customWidth 1680, r_customHeight 1050.
|
||||
|
||||
r_displayRefresh <value> (default = 0)
|
||||
Display refresh rate. Set as high as your monitor supports.
|
||||
|
||||
r_ext_max_anisotropy <value> (default = 16)
|
||||
Anisotropic filtering - Challenge Q3 executable only
|
||||
|
||||
r_ext_multisample <value 2^n> (default = 4)
|
||||
Anti-aliasing - Challenge Q3 executable only
|
||||
|
||||
r_fastsky <0|1> (default = 0)
|
||||
Toggle fast sky.
|
||||
|
||||
r_gamma <0.5 to 3> (default = 1)
|
||||
Brightness.
|
||||
|
||||
r_intensity <1.0 to infinity> (default = 1.0)
|
||||
Intensity of texture colors.
|
||||
|
||||
r_mapoverbrightbits <value> (default = 2)
|
||||
Brightens or darkens the map. Players use values from 1 to 5 depending
|
||||
on the look they want.
|
||||
|
||||
r_picmip <0-16> (default = 1)
|
||||
Texture detail. Lower value equals higher detail.
|
||||
|
||||
r_swapInterval <0|1>
|
||||
Vertical Synchronisation.
|
||||
|
||||
r_textureMode <value> (default = GL_LINEAR_MIPMAP_NEAREST)
|
||||
Texture Filter.
|
||||
GL_LINEAR_MIPMAP_LINEAR - Trilinear
|
||||
GL_LINEAR_MIPMAP_NEAREST - Bilinear
|
||||
GL_NEAREST - None
|
||||
|
||||
r_vertexlight <0|1|2> (default = 0)
|
||||
0 - Don't use vertexlight
|
||||
1 - Use vertexlight
|
||||
2 - Use vertexlight and enable dlights on various objects
|
||||
like flag carriers (in vq3, has no effect in cpm)
|
||||
requires r_dynamiclight 1.
|
||||
|
276
cpma/docs/Commands.txt
Normal file
276
cpma/docs/Commands.txt
Normal file
|
@ -0,0 +1,276 @@
|
|||
|
||||
Challenge ProMode Arena: Commands
|
||||
---------------------------------
|
||||
Date: 22 Jun 03
|
||||
|
||||
|
||||
This document gives information on all available commands (and their
|
||||
options) for CPMA, for both clients and at the server console.
|
||||
|
||||
All commands that require a parameter can be issued without the
|
||||
parameter to gain additional information on the command's current
|
||||
setting even if the command itself is disabled.
|
||||
|
||||
The notation used in the commands described herein uses the common
|
||||
Unix semantics in specifying if a parameter is optional or required:
|
||||
|
||||
- Any parameter description enclosed with < ... > is required.
|
||||
- Any parameter description enclosed with [ ... ] is optional.
|
||||
|
||||
Some of the commands given below also specify "player_id" as an optional
|
||||
or required parameter. This "player_id" information is the numeric ID
|
||||
number assigned to a player when connecting to the server. To find
|
||||
the associated player_id of a player, issue the "\players" command to
|
||||
view a listing of all playernames and their associated "player_id".
|
||||
|
||||
Note: all of the commands listed below are in addition to the commands
|
||||
that are shipped with the default Quake3 game.
|
||||
|
||||
|
||||
====================================
|
||||
General commands (all modes of play)
|
||||
====================================
|
||||
|
||||
accuracy Shows best player for each weapon. Adding
|
||||
<weapon_id> shows all player stats for that
|
||||
specific weapon. (Alias: topshots)
|
||||
|
||||
autorecord Creates demo with consistant naming scheme
|
||||
|
||||
+button5 Use the offhand hook/grapple, if the server allows it.
|
||||
|
||||
callvote <params> Calls a vote. The list of available <parameters>
|
||||
is given later in this document.
|
||||
|
||||
currenttime/time Displays current local time.
|
||||
|
||||
help List of available commands for the particular
|
||||
mode of play on the server (Alias: commands).
|
||||
|
||||
maplist Display available maps for current mode
|
||||
|
||||
motd Views server's current MOTD.
|
||||
|
||||
mvd Create a multiview demo (all players POVs).
|
||||
|
||||
players Lists all active players and their server ID
|
||||
(This ID is needed for other commands, as shown
|
||||
below). Additional info on client is also given.
|
||||
|
||||
ref <password> Become a referee (admin access).
|
||||
|
||||
scores Shows match stats
|
||||
|
||||
speconly Toggles client's involvement in the 1v1 queue.
|
||||
If enabled, then clients will never join a 1v1
|
||||
game. They will remain spectators the entire
|
||||
time they are connected. Disabling "speconly"
|
||||
will put the client back to the end of the queue
|
||||
to begin playing again.
|
||||
|
||||
stats [player_ID] Shows weapon accuracy stats for a player. If no
|
||||
ID is given, shows stats for the current player
|
||||
(or if following a player, shows the stats of
|
||||
the player being followed).
|
||||
|
||||
statsall Shows weapon accuracy stats for all players.
|
||||
|
||||
statsblue Shows weapon accuracy stats for the blue team.
|
||||
|
||||
statsred Shows weapon accuracy stats for the red team.
|
||||
|
||||
viewall Multiviews all active players.
|
||||
|
||||
viewnone Removes all active views.
|
||||
|
||||
+wstats Displays current stats while playing or of the
|
||||
player being followed (if a spectator). In
|
||||
multiview, the stats of the player of the
|
||||
highlighted window will be displayed.
|
||||
|
||||
|
||||
===========================================
|
||||
Competition commands (warmup-enabled modes)
|
||||
===========================================
|
||||
|
||||
ready Sets player's status to "ready" to start a match.
|
||||
|
||||
notready Sets player's status to "not ready" to start a match.
|
||||
|
||||
pause/timeout/timein Call or cancel a timeout.
|
||||
|
||||
|
||||
==========================
|
||||
Teamplay-specific commands
|
||||
==========================
|
||||
|
||||
coach Switches to "coach" specator mode (after being
|
||||
invited to the team), or reinitializes coach's
|
||||
multi-player view of the coached team. Coaches
|
||||
can teamchat, issue timeouts, teamready, etc.
|
||||
with or for the team just as if they were a
|
||||
playing member of the team, but they can only
|
||||
spectate the coached team.
|
||||
|
||||
coachdecline Declines a "coach" invitation, or resigns
|
||||
coach status for a team if already a coach.
|
||||
|
||||
coachinvite <player_id> Invites a player to "coach" the team.
|
||||
|
||||
coachkick <player_id> Removes a previously invited coach from a team.
|
||||
|
||||
drop <item> Drops available weapon/ammo (TDM/CTF only) or
|
||||
a carried flag (CTF). Type "\drop" by itself to
|
||||
drop the current weapon.
|
||||
|
||||
team <r|b|s|none> Chooses a team (r=red, b=blue, s=spectator) or
|
||||
shows current team (if no param is given).
|
||||
|
||||
lock Locks a player's team
|
||||
|
||||
unlock Unlocks a player's team
|
||||
|
||||
captains Shows the names of both team captains.
|
||||
|
||||
viewred/viewblue Adds views of the entire red/blue team. As
|
||||
new players join or leave the team, your screen
|
||||
will be updated.
|
||||
|
||||
say_teamnl Removes the (location) part of a teamchat.
|
||||
|
||||
|
||||
==========================================
|
||||
Teamplay-specific commands [captains only]
|
||||
==========================================
|
||||
|
||||
speclock Toggles locking team from spectators.
|
||||
|
||||
specinvite <player_id> Invites a player to spectate locked team.
|
||||
|
||||
teamready Readies all members on the team to start a match.
|
||||
(Alias: readyteam)
|
||||
|
||||
invite <player_id> Invites a player to join the captain's team.
|
||||
(Alias: pickplayer)
|
||||
|
||||
remove <player_id> Removes a player from the captain's team.
|
||||
(Alias: kickplayer)
|
||||
|
||||
resign [player_ID] Resigns team captaincy. You can optionally
|
||||
assign captaincy to another teammate by
|
||||
supplying the teammate's ID.
|
||||
|
||||
teamname <name> Sets a team name for the scoreboard etc to use.
|
||||
|
||||
|
||||
========================
|
||||
Referee (admin) commands
|
||||
========================
|
||||
|
||||
ref <password> Become a referee/admin.
|
||||
|
||||
ref <vote> <param> Works just like callvote settings and info.
|
||||
|
||||
abort Aborts a match that is underway.
|
||||
|
||||
allready Forces all players to start match.
|
||||
|
||||
ban <player_id> Temporarily bans selected player from server.
|
||||
|
||||
help List referee commands.
|
||||
|
||||
ip Shows players' names and IP addresses.
|
||||
|
||||
kick <player_id> Kicks selected player from server.
|
||||
|
||||
lock Locks both teams from more players joining.
|
||||
|
||||
lockblue Locks the blue team
|
||||
|
||||
lockred Locks the red team
|
||||
|
||||
promote <player_id> Promotes a player to captain status.
|
||||
|
||||
putblue <player_id> Puts specified player on the BLUE team.
|
||||
|
||||
putred <player_id> Puts specified player on the RED team.
|
||||
|
||||
remove <player_id> Removes selected player from team.
|
||||
|
||||
speclock Enables spectator locking for both teams.
|
||||
|
||||
speclockblue Enables spectator locking for the blue team.
|
||||
|
||||
speclockred Enables spectator locking for the red team.
|
||||
|
||||
unlock Unlocks both teams to allow more players to join.
|
||||
|
||||
unlockblue Unlocks the blue team.
|
||||
|
||||
unlockred Unlocks the red team.
|
||||
|
||||
specunlock Disables spectator locking for both teams.
|
||||
|
||||
specunlockblue Disables spectator locking for the blue team.
|
||||
|
||||
specunlockred Disables spectator locking for the red team.
|
||||
|
||||
|
||||
*NOTE*: All vote options are also available, as any vote a referee calls
|
||||
will ALWAYS pass immediately. This allows the referee to modify
|
||||
all server settings shown in the \callvote list.
|
||||
The "ref" command can be used to achieve the same effect.
|
||||
|
||||
|
||||
==========================
|
||||
Voting Commands/Parameters
|
||||
==========================
|
||||
|
||||
The following options are available under the "callvote" facility of CPMA.
|
||||
Most options are called with a parameter of "0" or "1" to signal "OFF" or
|
||||
"ON" (0=OFF/DISABLE, 1=ON/ENABLE).
|
||||
|
||||
You can get a list of all votable options in the game by typing:
|
||||
|
||||
\callvote ?
|
||||
|
||||
by itself with no option name. This will list all available server
|
||||
options to vote upon, based upon the current gametype being played on
|
||||
the server.
|
||||
|
||||
You can also get the usage, description and current setting info of
|
||||
most server variables by simply typing:
|
||||
|
||||
\callvote <option_name> ?
|
||||
|
||||
without any parameter. For example, you can get the server's current
|
||||
settings to see which items and weapons are enabled or disabled by typing:
|
||||
|
||||
\callvote items ?
|
||||
|
||||
See the docs/Server.txt file for details of all the votes.
|
||||
|
||||
|
||||
===============
|
||||
Server Commands
|
||||
===============
|
||||
|
||||
The following command-list describes the commands available on the
|
||||
server console. Note, all console commands that shipped with the
|
||||
default Quake3 game are available.
|
||||
|
||||
addbot If issued with a non-default quake3 bot name, CPMA
|
||||
will deterministically load a bot definition with
|
||||
a determined skill level. This selection is based
|
||||
on the bot's numeric representation of its name.
|
||||
Thus, the same bot will be selected when its name
|
||||
is given, every time.
|
||||
|
||||
filterlist Lists all current filters enabled on the server.
|
||||
(Alias: banlist)
|
||||
|
||||
filterload Loads filter/ban list specified in the
|
||||
filter_file and player_file server variables.
|
||||
(Aliases: playernames, banload)
|
||||
|
||||
ban <player_id> Bans a player from the server.
|
52
cpma/docs/Demoplay.txt
Normal file
52
cpma/docs/Demoplay.txt
Normal file
|
@ -0,0 +1,52 @@
|
|||
|
||||
Challenge ProMode Arena: Demo Playing
|
||||
-------------------------------------
|
||||
Date: 25 Jun 03
|
||||
|
||||
This document explains some of the Demo Playback features of CPMA.
|
||||
It will never be as current as the changelog, so you should always
|
||||
check that with each new release.
|
||||
|
||||
|
||||
Key Operations
|
||||
==============
|
||||
Keystrokes and mouse clicks no longer abort demos. If you have binds
|
||||
that you wish to use, press ESC once. However there are a standard
|
||||
set of keys for most common demo functions:
|
||||
|
||||
.:Standard Demo
|
||||
TAB brings up the scoreboard
|
||||
PGUP / PGDN adjusts playback speed by +-0.25
|
||||
HOME sets playback speed to 1.0
|
||||
KP_5 toggles third-person rendering
|
||||
KP_UPARROW / KP_DNARROW moves camera to / from player
|
||||
KP_LEFT / KP_RIGHT moves camera around player
|
||||
KP_HOME resets camera distance and angle
|
||||
F11 takes a screenshot
|
||||
|
||||
.:MultiViewDemo only
|
||||
SPACE/MOUSE2 switches to next player
|
||||
ALT switches to previous player
|
||||
MOUSE1 in a coachview zooms in to that player
|
||||
MOUSE1 in a main view switches to coachview
|
||||
MOUSE1 on a subview switches to that player
|
||||
B - Blue Flag, i.e. *red* FC (CTF duh!)
|
||||
R - Red Flag, i.e. *blue* FC
|
||||
F - either FC
|
||||
I - Invis player
|
||||
Q - Quad player
|
||||
S - Batsuit player
|
||||
P - any player with a real PU (i.e. not Regen/Flight/Speed)
|
||||
for F and P, if there's more than one PU/flag in play
|
||||
each keypress will cycle to the next one
|
||||
|
||||
Note that cg_followpowerup and team overlay work during MVD playback
|
||||
|
||||
|
||||
Demo Browser
|
||||
============
|
||||
CPMA supports directory trees of demos. Hitting ESC in a demo menu
|
||||
tree pops you up one level rather than straight back to the main menu
|
||||
- that annoys me. "Back" still jumps all the way out just in case you
|
||||
like it. Once you find the demo you desire, you can hit ENTER to
|
||||
launch it or select Play.
|
449
cpma/docs/HUD.txt
Normal file
449
cpma/docs/HUD.txt
Normal file
|
@ -0,0 +1,449 @@
|
|||
|
||||
Challenge ProMode Arena: Client HUD Settings
|
||||
--------------------------------------------
|
||||
|
||||
Date: 22-Apr-2009
|
||||
|
||||
This is a snapshot of http://www.promode.org/wiki/index.php/Custom_HUDs
|
||||
The wiki will almost certainly be more up to date than this document.
|
||||
|
||||
Since the release of CPMA 1.34 we have had extremely configurable HUDs.
|
||||
This document explains some of the Client HUD settings for CPMA.
|
||||
It will never be as current as the changelog, so you should always
|
||||
check that with each new release.
|
||||
|
||||
Note: cvars such as cg_drawfps, cg_drawtimer plus many others have been
|
||||
removed and their functions moved to the custom hud.
|
||||
|
||||
Creating a HUD .cfg
|
||||
-------------------
|
||||
* ALL hud configs go in Quake3/cpma/hud. CPMA's sample HUDs 1-7 are
|
||||
also in that directory.
|
||||
* You can select a config using \ch_file hud where 'hud' is the file
|
||||
you would like to use (without .cfg). You do NOT \exec hud.
|
||||
* Use \reloadHUD to reload your HUD if you have changed it. Must
|
||||
also be used after \ch_file change.
|
||||
* The default HUD is in the PK3: if you want to customise it, pull it
|
||||
out of there with the unzip utility of your choice, RENAME it, and
|
||||
put the copy in cpma/hud/. Remember to point ch_file at the new version.
|
||||
* The default HUD references (nearly) everything that can be drawn.
|
||||
Hud7 has nice examples of decoration use.
|
||||
|
||||
|
||||
Syntax
|
||||
------
|
||||
The syntax for CPMA's SuperHud is fairly easy to comprehend, and supports
|
||||
both multi-line and single-line arguments.
|
||||
|
||||
ELEMENT
|
||||
{
|
||||
ELEMENT_COMMAND VALUE
|
||||
ELEMENT_COMMAND VALUE
|
||||
}
|
||||
|
||||
ELEMENT { ELEMENT_COMMAND VALUE; ELEMENT_COMMAND VALUE; }
|
||||
|
||||
You can comment using #. // cannot be used.
|
||||
Some Element Commands have optional "," separators.
|
||||
|
||||
|
||||
Elements
|
||||
--------
|
||||
Each piece of the HUD is called an ELEMENT. Elements are sorted
|
||||
z-layer-wise alphabetically.
|
||||
|
||||
!DEFAULT
|
||||
The first element in the hudfile MUST be "!DEFAULT", and every other
|
||||
element inherits from that default: this gives you an easy way to change
|
||||
fonts/colors/etc for a whole bunch of elements at once. !DEFAULT can be
|
||||
reused later in the document affecting every following element but it
|
||||
will not overwrite the parameters set by previous !DEFAULT(s). It is
|
||||
advisable to place Team1-8 and Chat1-8 at the bottom of your hud config
|
||||
so that !DEFAULTs can be used without interfering with other elements.
|
||||
|
||||
PreDecorate and PostDecorate
|
||||
Empty elements that can be used to draw separator bars etc. Limit 64 total.
|
||||
|
||||
AmmoMessage
|
||||
Low ammo/Out of ammo. The audio feedback "click" can be toggled using
|
||||
cg_ammoWarning.
|
||||
|
||||
AttackerIcon
|
||||
Who attacked you last
|
||||
|
||||
AttackerName
|
||||
Who attacked you last
|
||||
|
||||
Chat1-8
|
||||
Chat area - if you want the order of the messages reversed then reverse
|
||||
the Y coordinates.
|
||||
|
||||
Console
|
||||
Replacement for ID's console. Use with con_notifyTime -1.
|
||||
|
||||
FlagStatus_NME
|
||||
Status of enemy flag. To get old RED/BLUE use color T and color E, plus
|
||||
bgcolor. Check hud/old.cfg.
|
||||
|
||||
FlagStatus_OWN
|
||||
Status of your flag. To get old RED/BLUE use color T and color E, plus
|
||||
bgcolor. Check hud/old.cfg.
|
||||
|
||||
FollowMessage
|
||||
Following <Player>
|
||||
|
||||
FPS
|
||||
Frames Per Second
|
||||
|
||||
FragMessage
|
||||
You fragged <Player>
|
||||
|
||||
GameTime
|
||||
Game Clock
|
||||
|
||||
GameType
|
||||
Game Type - warmup only. Cannot be omitted. To hide place at off-screen
|
||||
x,y coordinates or set alpha 0.
|
||||
|
||||
ItemPickup
|
||||
Text string of whatever item you pick up
|
||||
|
||||
ItemPickupIcon
|
||||
Icon of whatever item you pick up
|
||||
|
||||
NetGraph
|
||||
Lagometer
|
||||
|
||||
NetGraphPing
|
||||
Ping
|
||||
|
||||
PlayerSpeed
|
||||
Units Per Second
|
||||
|
||||
PowerUp1_Icon to PowerUp4_Icon
|
||||
Powerup Icons. PowerUp1_Icon is also used for the O/D indicator in CTFS
|
||||
- and also for FLAG
|
||||
|
||||
PowerUp1_Time to PowerUp4_Time
|
||||
Powerup Time remaining
|
||||
|
||||
RankMessage
|
||||
Placed 1st with 30 frags
|
||||
|
||||
Score_Limit
|
||||
Frag/Cap/Round limit - if set. Cannot be omitted.
|
||||
To hide place at off-screen x,y coordinates or set alpha 0.
|
||||
|
||||
Score_NME
|
||||
Enemy score. Cannot be omitted. To hide place at off-screen x,y
|
||||
coordinates or set alpha 0. To get old RED/BLUE use color T and
|
||||
color E, plus bgcolor. Check hud/old.cfg.
|
||||
|
||||
Score_OWN
|
||||
Your score. Cannot be omitted. To hide place at off-screen x,y
|
||||
coordinates or set alpha 0. To get old RED/BLUE use color T and
|
||||
color E, plus bgcolor. Check hud/old.cfg.
|
||||
|
||||
SpecMessage
|
||||
SPECTATOR, FRAGGED (in CA/CTFS/FT)
|
||||
|
||||
StatusBar_ArmorBar
|
||||
Armor level in bar form
|
||||
|
||||
StatusBar_ArmorCount
|
||||
Armor level in number form
|
||||
|
||||
StatusBar_ArmorIcon
|
||||
Type of armor - essential in CPM but irrelevant in VQ3
|
||||
|
||||
StatusBar_AmmoBar
|
||||
Ammo level in bar form
|
||||
|
||||
StatusBar_AmmoCount
|
||||
Ammo level in number form
|
||||
|
||||
StatusBar_AmmoIcon
|
||||
Current weapon ammo icon
|
||||
|
||||
StatusBar_HealthBar
|
||||
Health level in bar form
|
||||
|
||||
StatusBar_HealthCount
|
||||
Health level in number form
|
||||
|
||||
StatusBar_HealthIcon
|
||||
Defaults to Mynx icon but can be any model, image or shader found in
|
||||
pk3s (provided that the pk3 is on the pure server you join)
|
||||
|
||||
TargetName
|
||||
Current target's playername - requires cg_drawCrosshairNames above 0
|
||||
|
||||
TargetStatus
|
||||
Current friendly target's health/armor level - requires
|
||||
cg_drawCrosshairNames above 0
|
||||
|
||||
TeamCount_NME
|
||||
Players alive on enemy team (CA/CTFS/FT)
|
||||
|
||||
TeamCount_OWN
|
||||
Players alive on your team (CA/CTFS/FT)
|
||||
|
||||
TeamIcon_NME
|
||||
Defaults to Sarge icon but can be any model, image or shader found in
|
||||
pk3s (provided that the pk3 is on the pure server you join)
|
||||
|
||||
TeamIcon_OWN
|
||||
Defaults to Mynx icon but can be any model, image or shader found in
|
||||
pk3s (provided that the pk3 is on the pure server you join)
|
||||
|
||||
Team1-8
|
||||
Teamoverlay
|
||||
|
||||
VoteMessageArena
|
||||
Multiarena, ra3maps
|
||||
|
||||
VoteMessageWorld
|
||||
Normal votes
|
||||
|
||||
WarmupInfo
|
||||
10sec countdown, Waiting for players, etc. Cannot be omitted. To hide
|
||||
place at off-screen x,y coordinates or set alpha 0.
|
||||
|
||||
WeaponList
|
||||
The WeaponList has to get a little funky to be able to handle all the
|
||||
legacyhud tricks: W and H are the size of EACH weapon, not the total.
|
||||
For the horizontal weaponlist (textalign C) X is the point to center
|
||||
around.
|
||||
Use FILL to show ammo for weapons you do not have, useful for TDM.
|
||||
Weaponlist wraps at the bottom of the screen so you can sneak a
|
||||
multi-column one in.
|
||||
|
||||
|
||||
|
||||
Colors
|
||||
------
|
||||
CPMA HUD uses r g b a, which is red green blue alpha. Each channel can have
|
||||
values from 0-1.
|
||||
|
||||
Color 1 1 1 1 is white, full alpha
|
||||
Color 0 0 0 0.5 is black, half transparent
|
||||
Color 0.25 0.25 1 0.75 is blue, somewhat transparent
|
||||
|
||||
Note that colors set in SuperHud do not override colors set elsewhere. For
|
||||
example if your \nick or \name is ^3hello it will be yellow regardless.
|
||||
|
||||
|
||||
|
||||
Special Colors
|
||||
--------------
|
||||
Color T and color E for elements to use red/blue according to your current
|
||||
team. Useful for flag modes, but not necessesary for tdm/1v1. Set
|
||||
bgcolor for these, even for images - see hud/old.cfg
|
||||
|
||||
|
||||
|
||||
Element Commands
|
||||
----------------
|
||||
The commands you can use within an element are:
|
||||
|
||||
ANGLES <pitch> <yaw> <roll> [+pan | -rotate]
|
||||
Alters the display of MODEL.
|
||||
Note that most Q3 models do not work properly if r_vertexlight is on.
|
||||
|
||||
BGCOLOR r g b a
|
||||
Sets the background color for the element
|
||||
The element must have a width and height
|
||||
|
||||
COLOR r g b a
|
||||
Sets the foreground color for the element
|
||||
|
||||
DOUBLEBAR
|
||||
Makes bars two lines. Obviously only works on BAR elements
|
||||
(StatusBar_ArmorBar etc). Check out hud7 for examples.
|
||||
Note: Gets a little funky if RECT Height is set below 6 as the space
|
||||
between the two bars is 4 pixels and each bar requires 1 pixel
|
||||
(4+1+1=6)
|
||||
|
||||
FADE r g b a
|
||||
If the element has a TIME, its text will fade from COLOR to this
|
||||
linearly over TIME millisecons.
|
||||
|
||||
FILL
|
||||
If the element has a background color, this fills the area it
|
||||
occupies with that color.
|
||||
The element must have a width and height
|
||||
|
||||
FONT name
|
||||
Selects one of three standard fonts:
|
||||
CPMA - Bitstream Vera Bold, which is a high-resolution font best suited
|
||||
to 1024x768 and up - or large font-size on low-resolution
|
||||
ID - which is the standard Q3 font - good for small font-size and/or
|
||||
low-resolution
|
||||
IDBLOCK - only supports numbers, NOT letters
|
||||
THREEWAVE - which is an outlined copy of the id font
|
||||
SANSMAN - Digital Graphics Labs "Enter Sansman"
|
||||
|
||||
FONTSIZE pointsize | xsize ysize
|
||||
The CPMA font is correctly aspect-adjusted already, and generally looks
|
||||
best if you just specify a pointsize.
|
||||
The other two fonts are square, and generally look much better if you
|
||||
specify distinct x and y sizes, with y being 25-50% larger than x.
|
||||
Element texts can be mirrored using negative x y. Note this is an
|
||||
unintended and unsupported "hack", so might be a bit buggy.
|
||||
|
||||
IMAGE pathname
|
||||
Display the image specified. You can use ANY image or shader found in
|
||||
pk3s. Mostly useful for displaying team/enemy model icons in CA/CTFS/FT.
|
||||
|
||||
MODEL
|
||||
Can be any model in the game.
|
||||
Note that most Q3 models do not work properly if r_vertexlight is on.
|
||||
|
||||
MONOSPACE
|
||||
By default, all HUD fonts are proportionally spaced, meaning that an
|
||||
"i" takes up less room than an "m". Monospacing forces every character
|
||||
to take up the same amount of space. It's very useful for the team
|
||||
overlay, as it keeps everyone's health and armor in the same columns,
|
||||
but generally looks worse than proportional spacing on everything else,
|
||||
especially chat. It also takes up more room overall.
|
||||
|
||||
OFFSET x y z
|
||||
Offset MODEL along x y z axis.
|
||||
|
||||
RECT x y w h
|
||||
Sets the position and size of the element. Note that text is NOT
|
||||
"clipped" to this rectangle.
|
||||
Elements can be mirrored using negative w h. Note this is an
|
||||
unintended and unsupported "hack", so might be a bit buggy.
|
||||
|
||||
TEXT string
|
||||
Mostly useful for decorations. Requires RECT.
|
||||
|
||||
TEXTALIGN l | c | r
|
||||
Justify the text either Left, Centered, or Right within RECT
|
||||
|
||||
TEXTSTYLE flags
|
||||
Currently, only one flag is supported: "1", for dropshadowed text
|
||||
|
||||
TIME
|
||||
How long the element will be displayed for if it doesn't update again.
|
||||
Generally used for item pickups, frag messages, chat, etc.
|
||||
|
||||
|
||||
HUD Related Cvars
|
||||
-----------------
|
||||
These cvars do not directly influence the SuperHud but are still related
|
||||
to the HUD in some way.
|
||||
|
||||
cg_customLoc <0|1> (default = 1)
|
||||
Use custom locations for a map if possible.
|
||||
Loc files are locs/map.cfg, and must have a "v2" header
|
||||
Can only replace existing locations
|
||||
|
||||
cg_drawRewards <0|1> (default = 1)
|
||||
Toggle display of reward icons and the accompanying sounds
|
||||
|
||||
cg_teamChatsOnly <0|1> (default = 0)
|
||||
controls what text reaches the HUD Chat elements if set, non-team
|
||||
text still shows up in the console area
|
||||
|
||||
ch_3waveFont <0|1> (default = 1)
|
||||
Toggle use of the Threewave font (does not affect SuperHud settings)
|
||||
|
||||
ch_drawWarmup (<0|1> (default = 0)
|
||||
Toggle display of arena settings before a game starts
|
||||
|
||||
ch_drawWeaponSelect <0|1> (default = 0)
|
||||
Toggle id standard weapon selection
|
||||
|
||||
ch_recordMessage <0|1> (default = 1)
|
||||
0 gets rid of the sodding "recording blahblah" message.
|
||||
Must be set before demo record start
|
||||
|
||||
ch_selfOnTeamOverlay <0|1> (default = 1)
|
||||
Toggle your own information showing in the team overlay
|
||||
|
||||
ch_shortNames <0|1> (default = 0)
|
||||
Toggle use of \nick - set a short name to use for team chat/overlay
|
||||
Limited to 5 visible characters, but allows colors
|
||||
Useful to have your \nick shown instead of [longclantag] in
|
||||
team chat/overlay
|
||||
Note: \nick is only used for team chat/overlay. \name is still
|
||||
used for anything else.
|
||||
|
||||
ch_wstatsTime <seconds> (default = 10)
|
||||
How long the auto-wstats window stays up at the end of a game
|
||||
|
||||
con_notifyTime <seconds> (default = 3)
|
||||
-1 uses the CPMA "Console" hud element instead of id's.
|
||||
Doesn't affect the console *buffer*, just the text in the top left.
|
||||
|
||||
mvw_DM (default "464 48 160 120")
|
||||
x, y, width, height of Picture in Picture window for DM games.
|
||||
|
||||
mvw_TDM<1-9>
|
||||
Controls teamplay Multi View layout.
|
||||
Format is the same as mvw_DM, default no child windows. Example:
|
||||
|
||||
seta mvw_TDM1 "480 65 160 120"
|
||||
seta mvw_TDM2 "480 190 160 120"
|
||||
seta mvw_TDM3 "480 315 160 120"
|
||||
|
||||
|
||||
Crosshair Cvars
|
||||
---------------
|
||||
cg_crosshairHealth <0|1> (default = 0)
|
||||
Red crosshair when low on health - must be 0 or ch_crosshairColor
|
||||
will not work
|
||||
|
||||
cg_crosshairsize <value> (default = 24)
|
||||
Size of crosshair
|
||||
|
||||
cg_drawcrosshair <0-9> (default = 8)
|
||||
Switch between different crosshairs
|
||||
|
||||
ch_crosshairAlpha <0.0 to 1.0> (default = 0.8)
|
||||
Controls the transparency of the crosshair
|
||||
|
||||
cg_drawCrosshairNames 0-2 (default = 1)
|
||||
Toggles TargetName and TargetStatus.
|
||||
0 - Off
|
||||
1 - On
|
||||
2 - Off in 1v1
|
||||
|
||||
ch_crosshairColor <color> (default = y)
|
||||
CPMA_Colors
|
||||
Important note: cg_crosshairHealth overrides this function,
|
||||
turn it off to use colored crosshairs
|
||||
|
||||
ch_crosshairPulse <0|1> (default = 0)
|
||||
Controls crosshair size changes when picking up items
|
||||
|
||||
ch_crosshairText <string> (default = "" disabled)
|
||||
Use any text string as crosshair
|
||||
|
||||
|
||||
Known Issues
|
||||
------------
|
||||
|
||||
Limitation: Color fails on elements with color codes embedded in their
|
||||
strings (StatusBar_HealthCount, StatusBar_ArmorCount, NetGraphPing, etc)
|
||||
|
||||
Limitation: Alpha fails on some elements containing images
|
||||
(StatusBar_AmmoIcon, StatusBar_ArmorIcon, etc)
|
||||
|
||||
Limitation: Fade fails on some elements containing images without alpha
|
||||
channels (ItemPickupIcon etc)
|
||||
|
||||
Limitation: If a !DEFAULT sets MONOSPACE, FILL or DOUBLEBAR there is no
|
||||
method to remove it again (so don't do it, unless it's at the end of the
|
||||
document)
|
||||
|
||||
Limitation: Color T and E act funny when in non-teamplay modes such as
|
||||
1v1 (like the #ch_teamBackground hack)
|
||||
|
||||
Limitation: FILL plus bgcolor when used on elements that disappear
|
||||
without having TIME makes bgcolor remain indefinately
|
||||
|
||||
Not implemented: cg_drawRewards element not included in SuperHud
|
||||
|
43
cpma/docs/HoonyMode.txt
Normal file
43
cpma/docs/HoonyMode.txt
Normal file
|
@ -0,0 +1,43 @@
|
|||
|
||||
Challenge ProMode Arena: Hoonymode
|
||||
----------------------------------
|
||||
Date: 7 Nov 03
|
||||
|
||||
|
||||
Hoonymode is a novel form of 1v1 play, loosely based on tennis rules.
|
||||
All in-game behaviour (weapons, physics, items, etc) remains the same
|
||||
as standard DM: the change is in how the game progresses from one frag
|
||||
to the next.
|
||||
|
||||
During warmup, two spawnpoints are chosen by the players. One will
|
||||
typically be a "stronger" spawn and the other "weaker". When the game
|
||||
begins, these are where the players will spawn, with the strong spawn
|
||||
considered the equivalent of having the "serve".
|
||||
|
||||
Each player death (regardless of source, i.e. a suicide is considered
|
||||
a kill for the opponent) is treated as a distinct point. After a point
|
||||
is scored, play does not continue as in DM: instead, the players and
|
||||
the arena are reset, and a new point is contested for. Players switch
|
||||
spawnpoints at this time, so the player who had the weak spawn for the
|
||||
previous point now has the strong one, effecting a change of serve.
|
||||
Players are given a few seconds between points to reconsider strategies
|
||||
etc.
|
||||
|
||||
Games are played to a point limit, with the clock not being a factor.
|
||||
A player must reach that limit and be at least two points clear of
|
||||
his opponent to win, i.e. in a 5-point game, 5-4 is a lead not a win:
|
||||
the player still needs another point to clinch it.
|
||||
|
||||
|
||||
Implementation Specifics:
|
||||
|
||||
Players claim a spawnpoint by moving near it and using the \spawn
|
||||
command (via console/bind/etc).
|
||||
|
||||
Referees can choose spawnpoints for players by using "\spawn <pid>"
|
||||
(Players can also use this when playing bots).
|
||||
|
||||
Players are not FORCED to choose a spawnpoint: in the early testing
|
||||
stages I discovered that it's a lot of fun even if you just have
|
||||
random spawns, but still using the "point" scheme and full resets.
|
||||
I certainly wouldn't recommend it for serious play though.
|
93
cpma/docs/Maplists.txt
Normal file
93
cpma/docs/Maplists.txt
Normal file
|
@ -0,0 +1,93 @@
|
|||
|
||||
Challenge ProMode Arena: Maplists
|
||||
---------------------------------
|
||||
Date: 12 May 04
|
||||
|
||||
Below is a quick description of how to use maplists.
|
||||
The example here is for an FFA server.
|
||||
|
||||
|
||||
ffamaps.txt
|
||||
-----------
|
||||
|
||||
# Example of the format of the text file used for specifying maps under
|
||||
# Challenge ProMode Arena for Quake3.
|
||||
#
|
||||
# Format:
|
||||
#
|
||||
# <mapname> <min_players> <max_players> <scorelimit> <timelimit>
|
||||
#
|
||||
# Note: a missing or < 0 value for either of the limit fields
|
||||
# means use current server settings
|
||||
|
||||
pro-q3dm6 0 14 25 20
|
||||
cpm9 4 14
|
||||
cpm14 4 99
|
||||
q3dm1 0 4 20 20
|
||||
q3dm17 99 99 20 20
|
||||
|
||||
# etc
|
||||
|
||||
The map queue will only load a map if its min/max active player counts on
|
||||
the current level are within its bounds. Otherwise, the map will NOT be loaded.
|
||||
|
||||
There's a useful trick to the min_players field shown in the dm17 entry:
|
||||
since you can't have 99 people on a server, the map will NEVER be rotated to
|
||||
automatically, but it stays in the maplist and IS available for voting.
|
||||
|
||||
Maps that are in the rotation are shown in green in the maplist.
|
||||
Maps that are NOT in the rotation but can be voted in are shown in yellow.
|
||||
|
||||
If the min_players field is set to -1 the map is "banned" and can't be
|
||||
loaded by anything short of an RCON, even if map restrictions are off.
|
||||
This is very handy for some of the more atrocious 3W maps, where you can't
|
||||
just delete them because they're bundled into a single PK3 with other maps
|
||||
that you might actually want to play.
|
||||
|
||||
If map_restrict is 0 (the default), any "suitable" maps for the current
|
||||
mode will automatically be added to the maplist, but excluded from the
|
||||
rotation (i.e. they're added as if specified as "min_players 99").
|
||||
There's no need for a map_autoload cvar: it's implicit in map_restrict 0.
|
||||
Note that "suitable" is determined by the presence of a correctly-specified
|
||||
"arena" script for the map. Ironically, none of the original id maps actually
|
||||
qualify :P, though the later "pro" maps are fine. See the notes at the end
|
||||
of this file for more information.
|
||||
|
||||
If a server is empty for mode_idletime minutes, the first map in the list
|
||||
will be rotated to automatically. It should be a popular/common map for
|
||||
quick pickup games when people connect initially.
|
||||
|
||||
Also, if a [mapname.cfg] file exists, the settings in it will be applied
|
||||
automatically when the map is loaded AFTER the mode settings take place:
|
||||
this is how we set CPM1A to default to 5-second weapon respawns.
|
||||
|
||||
|
||||
Appendix A - Fixing Broken Maps
|
||||
|
||||
If you want to sort out the original id maps, create a "scripts"
|
||||
subdirectory in baseq3, containing a file called idmaps.arena. The contents
|
||||
of that file should look something like this:
|
||||
|
||||
{
|
||||
map "q3ctf1"
|
||||
type "ffa team ctf"
|
||||
}
|
||||
{
|
||||
map "q3ctf2"
|
||||
type "ffa team ctf"
|
||||
}
|
||||
|
||||
etc. Yes, the id CTF maps really do have FFA and TDM items. :)
|
||||
You can also use this file to fix up pro-q3dm6 if your server allows CA:
|
||||
|
||||
{
|
||||
map "pro-q3dm6"
|
||||
type "tourney ffa team arena"
|
||||
}
|
||||
|
||||
(Most RA3 maps are similarly lacking, which shouldn't surprise anyone :P
|
||||
and can be fixed the same way).
|
||||
|
||||
Alternatively, you can just add the maps to the appropriate maplist
|
||||
explicitly, which will also let you select them for auto-rotation etc.
|
||||
Up to you. :)
|
240
cpma/docs/Modes.txt
Normal file
240
cpma/docs/Modes.txt
Normal file
|
@ -0,0 +1,240 @@
|
|||
|
||||
Challenge ProMode Arena - Custom Modes
|
||||
--------------------------------------
|
||||
Date: 31 Dec 03
|
||||
Audience: Server admins
|
||||
|
||||
|
||||
Abstract:
|
||||
An explanation of custom modes, which are "groups" of settings that persist
|
||||
across map changes. Modes are an extremely powerful mechanism and actually
|
||||
very easy to use, but they do have rules that must be followed.
|
||||
|
||||
|
||||
Motivation:
|
||||
Servers are generally configured through extensive use of CVARS. Aside from
|
||||
issues with bloated server.cfg files, this scheme is simply not suitable for
|
||||
advanced mods like CPMA that support multiple gametypes, each of which has
|
||||
fundamentally different behaviour and thus REQUIRES fundamentally different
|
||||
settings for optimum gameplay.
|
||||
"Casual" gametypes such as Clan Arena are generally meant to provide newbies
|
||||
with a gentle introduction to FPS play and simplify the game to just one or
|
||||
two elements; more advanced gametypes such as DM are intended to tax every
|
||||
possible aspect of a player's ability, and demand a wider range of "overall"
|
||||
skill from them.
|
||||
Modes provide a simple way for server admins to address these different
|
||||
audiences by localising the rules of each gametype rather than attempting
|
||||
to come up with a "best mix" in a global config instead.
|
||||
|
||||
|
||||
CPMA ships with several standard modes to facilitate competition play.
|
||||
Hopefully, an explanation of how these work will clarify the concept and
|
||||
behaviour before getting into how admins can define modes of their own.
|
||||
|
||||
Despite the need for variances in settings, there are certain elements of
|
||||
gameplay that are common across a large number of gametypes. These form the
|
||||
"base" configuration for all modes, and are as follows:
|
||||
|
||||
Spawn Health: 100
|
||||
Spawn Armour: 0
|
||||
Armour Decay: Off in games with items, On in "arena" games
|
||||
Self Damage: Full
|
||||
Team Damage: Full
|
||||
Falling Damage: On
|
||||
Maximum Damage: No Limit
|
||||
Armour Types: Standard ProMode
|
||||
Starting Weapons: Gauntlet and MG
|
||||
Weapon Respawn: 15 seconds
|
||||
Megahealth Respawn: Wearoff-based
|
||||
Weapon Dropping: Off
|
||||
Flag Dropping: Off
|
||||
Instagib: Off
|
||||
Instagib Reload: 1500
|
||||
Thaw Time: 3 seconds
|
||||
Autothaw Time: 120 seconds
|
||||
Cessrail: Off
|
||||
Overtime: Sudden Death
|
||||
Powerups: On
|
||||
Powerup Respawn: 90 seconds
|
||||
Holdables: Medkit On, Teleporter Off
|
||||
Warmup: Competition (require \ready)
|
||||
Player Respawn: At end of warmup
|
||||
|
||||
Fraglimit and Timelimit are set to 0 as well, since derived modes generally
|
||||
only want one or the other.
|
||||
Note that although things like Instagib Reload and Thaw times are not really
|
||||
"common" in terms of the number of games that they apply to, they are still
|
||||
set here as they don't create a CONFLICT with "normal" play.
|
||||
|
||||
To this base configuration, the standard modes apply any changed or
|
||||
additional rules needed to acheive optimum gameplay within the context of
|
||||
their specific gametype.
|
||||
|
||||
As an example, for Deathmatch play those rules are:
|
||||
|
||||
Timelimit: 10 minutes
|
||||
Overtime: 2-minute periods
|
||||
Weapon Respawn: 15 seconds
|
||||
Megahealth Respawn: Wearoff-based
|
||||
Powerups: Off
|
||||
Holdables: Off
|
||||
|
||||
For FFA games, the base rules and especially the DM variants are a
|
||||
little more brutal and complex than we'd really like. FFA is more of a
|
||||
friendly game for fun than a competitive one, so we simplify the
|
||||
gameplay by changing a few more of the rules:
|
||||
|
||||
Fraglimit: 30
|
||||
Overtime: Sudden death
|
||||
Weapon Respawn: Use weaponstay
|
||||
Powerup Respawn: 60 seconds
|
||||
Megahealth Respawn: Fixed interval
|
||||
Warmup: None
|
||||
|
||||
|
||||
Custom modes are on equal footing with the built-in modes.
|
||||
You start with the same "base" settings, and add or change from there.
|
||||
You MAY NOT use the "mode" vote inside a custom mode: while it might be
|
||||
trivially easier to derive modes from each other, it's too prone to
|
||||
people becoming confused and creating cyclical modes.
|
||||
You can't try and replace a standard mode with one of your own: the
|
||||
system will always try the built-ins first. Hence STANDARD modes. :)
|
||||
|
||||
There are 3 config/mode only "votes": these can never be callvoted by
|
||||
players, but still exist as a way to manipulate settings that would
|
||||
otherwise be unchangeable: "ammo", "type", "locked".
|
||||
TYPE is the "true" underlying gametype for the mode, and MUST be specified
|
||||
in your mode config. Accepted values are:
|
||||
-1: HM, 0: FFA, 1: 1v1, 2: DA, 3: TDM, 4: CTF, 5: CA, 6: FTAG, 7: CTFS
|
||||
This underlying type is what determines the maplist used by the mode:
|
||||
0: ffamaps.txt
|
||||
-1 and 1: 1v1maps.txt
|
||||
2 and 5: camaps.txt
|
||||
3 and 6: teammaps.txt
|
||||
4 and 7: ctfmaps.txt
|
||||
LOCKED is for MA maps only and allows you to make an arena unavailable
|
||||
(e.g. you want people to only use the CA arena). It requires an argument
|
||||
just for consistency's sake, but the only sensible argument is "1". :)
|
||||
Locked arenas must still be VALID, i.e. have a TYPE entry.
|
||||
|
||||
|
||||
Power comes at a price. The settings in your custom mode are subject to
|
||||
only the most minimal validation: if you try to do something stupid in them
|
||||
it's quite likely that the system will allow it. Be careful. :)
|
||||
|
||||
CPMA ships with a few custom modes of its own in the modes/ directory.
|
||||
They can be quite useful as a reference for how to acheive a particular
|
||||
style of gameplay. The "base" settings are always applied first, then
|
||||
the customisation defined by the mode is added in.
|
||||
Modes are matched case-INsensitive to avoid problems on *nix filesystems.
|
||||
|
||||
As an example: the RA3 mod uses a form of Clan Arena tailored towards
|
||||
spam and rail-whoring even more than standard CA is. :P
|
||||
To mimic that behaviour in CPMA, create a modes/RA3.cfg like this:
|
||||
|
||||
type 5 # Clan Arena derivative
|
||||
limit 5 # first team to 5 rounds wins
|
||||
ammo 200,100,20,50,150,50,100,0 # lots of GL/PG/RG ammo
|
||||
armor 100 # 2 rails = YUO AR TEH WINNAR!
|
||||
items -BFG
|
||||
fallingdamage 1
|
||||
startrespawn 0
|
||||
selfdamage 2
|
||||
teamdamage 0 # no team damage in spamfests
|
||||
|
||||
Note the format of the "ammo" line: it MUST NOT contain spaces, since the
|
||||
voting system can only support single tokens as arguments.
|
||||
|
||||
US-style Freeze Tag play is another somewhat unusual ruleset: since the
|
||||
penalties for being frozen are quite severe, spawnees are outfitted with
|
||||
extra weapons and a small amount of armour to help avoid simply being
|
||||
spawnfragged and thus refrozen immediately. While Freeze is a team game,
|
||||
certain level control elements are also reduced to make lockdowns less
|
||||
common and harder to maintain.
|
||||
|
||||
type 6 # Freeze Tag derivative
|
||||
armor 25 # avoid one-shot spawnrapes
|
||||
dropitems 1 # share weapons/ammo with teammates
|
||||
overtime 1
|
||||
simplemega 0
|
||||
startweapon 268 # start with MG, SG, and PG
|
||||
startrespawn 0 # don't thaw winning team after score
|
||||
timelimit 20
|
||||
weaponrespawn 15 # make weapons more available
|
||||
|
||||
|
||||
IMPORTANT: How modes interact with Multi-Arena maps
|
||||
---------------------------------------------------
|
||||
|
||||
MA maps REQUIRE each arena's settings to be specified in a config file,
|
||||
which is always <mapname>.cfg and is automatically applied when the map
|
||||
is loaded. The file is read from the directory that map_cfgdir points to.
|
||||
|
||||
The format of MA config files is the same as for custom modes, and arenas
|
||||
are initialised to the same "base" configuration that modes use.
|
||||
|
||||
Each group of settings MUST be preceded by an "arena n" line so that the
|
||||
system knows where to apply them.
|
||||
|
||||
Config files CAN use "mode XX" lines, and this is HIGHLY recommended.
|
||||
|
||||
As an example: to configure an arena for 1v1 DA play, you CAN just use:
|
||||
|
||||
# Thunderstruck
|
||||
arena 2
|
||||
type 2
|
||||
armor 100
|
||||
limit 1
|
||||
startrespawn 0
|
||||
|
||||
and you'll actually get a rather fun game (ironically, one that's more
|
||||
interesting and skillful than PingSpam Arena). :P
|
||||
It's probably not what you were after though - to get THAT you need to use
|
||||
something more like this:
|
||||
|
||||
# Thunderstruck
|
||||
arena 2
|
||||
type 2
|
||||
ammo 200,100,20,50,150,50,100,0
|
||||
armor 100
|
||||
limit 1
|
||||
items -BFG
|
||||
startrespawn 0
|
||||
|
||||
After a few of those, the config starts to get rather heavy-looking.
|
||||
So instead, you can simply do this:
|
||||
|
||||
# Thunderstruck
|
||||
arena 2
|
||||
mode DA
|
||||
|
||||
Quite a bit cleaner and more concise. :)
|
||||
However, since custom modes are just as valid as standard modes are,
|
||||
you can go even further and create exactly the behaviour that you want
|
||||
in a single place, then apply it easily to multiple arenas and multiple
|
||||
maps. For example, to cut down on spam create a modes/MyDA.cfg like this:
|
||||
|
||||
type 2
|
||||
ammo 200,100,0,50,150,50,0,0
|
||||
armor 100
|
||||
limit 1
|
||||
items -BFG
|
||||
items -GL
|
||||
items -PG
|
||||
startrespawn 0
|
||||
|
||||
Then in ra3map1.cfg just use:
|
||||
|
||||
# Evolution
|
||||
arena 1
|
||||
mode MyDA
|
||||
|
||||
# Thunderstruck
|
||||
arena 2
|
||||
mode MyDA
|
||||
|
||||
etc.
|
||||
Once you've done that, you can change the settings for any arenas and
|
||||
any maps that use your custom mode by just changing the definition of
|
||||
that mode itself, rather than copying and pasting the settings into
|
||||
every individual map's config file.
|
78
cpma/docs/NTF.txt
Normal file
78
cpma/docs/NTF.txt
Normal file
|
@ -0,0 +1,78 @@
|
|||
|
||||
Challenge ProMode Arena: NTF
|
||||
----------------------------
|
||||
Date: 3 Dec 06
|
||||
|
||||
|
||||
NTF is a class-based form of CTF, somewhat reminiscent of Team Fortress
|
||||
but really having very little in common with it.
|
||||
Flags, Powerups, and Ammo are all present just as in CTF, but maps have
|
||||
no Armour, no Health except for the MegaHealth, and no Weapons.
|
||||
|
||||
Players spawn with no armour, and an initial health and weapon loadout
|
||||
determined by the class.
|
||||
|
||||
Health and armour both regenerate at 5 points per second: health up to
|
||||
100, and armour up to the class's maximum.
|
||||
|
||||
Backpacks from corpses give one box of ammo for all your weapons and an
|
||||
armour shard.
|
||||
|
||||
|
||||
Classes are defined by the files in cpma/classes and like modes can be
|
||||
customised extensively. The options for class definitions are:
|
||||
|
||||
n - name ("Scout", "Fighter", etc)
|
||||
|
||||
m - model ("slash", sarge", etc)
|
||||
NTF models always use ProMode skins
|
||||
|
||||
s - base speed
|
||||
320 is standard CPM speed, i.e. VERY fast if the player is skilled enough
|
||||
|
||||
h - spawn health
|
||||
|
||||
a - maximum armour
|
||||
|
||||
ac - armour class
|
||||
One of the CPMA armour types: 0 - Green, 1 - Yellow, 2 - Red
|
||||
|
||||
ht - hook type (0 - None, 1 - Offhand, 2 - Onhand)
|
||||
|
||||
hp - hook pull
|
||||
How fast a grappling player moves
|
||||
|
||||
hs - hook speed
|
||||
How fast the grapple hook itself moves
|
||||
|
||||
jd 1 - can double jump
|
||||
|
||||
jr 1 - can ramp jump
|
||||
|
||||
wX s,m,b,g - weapon loadout and ammo
|
||||
w2 is MG, w3 SG, and so on. The four arguments set the ammo counts for
|
||||
initial spawn, max, "box" pickup (i.e. a dropped pack), and "gun" pickup
|
||||
(i.e. an item pack). They MUST all be specified, and MUST be comma-separated
|
||||
with no spaces between them (just like "ammo" lines in mode configs).
|
||||
Whether a class has a weapon or not is determined by the presence of a wX
|
||||
line, not the spawn ammo, so it's possible to give a class a certain weapon
|
||||
but have it be unusable until the player acquires ammo for it from a pack.
|
||||
|
||||
sw - starting weapon
|
||||
Must be one of the numbers from a wX line (or 1 for gauntlet). Handy for
|
||||
classes like Scout that spawn with SG and GL to prevent GL being selected
|
||||
just because it's the "higher" weapon
|
||||
|
||||
There is basically no checking done on any part of the class definitions.
|
||||
If you're not capable of getting them right, you probably shouldn't be messing
|
||||
with them in the first place. :)
|
||||
|
||||
|
||||
Although we don't currently enforce it, realistically NTF requires CPM
|
||||
settings. PMC lets Fighters and Tanks move faster than Scouts; CQ3 nerfs
|
||||
advanced movement so badly that classes which depend on it become almost
|
||||
unplayable; and VQ3 simply doesn't work.
|
||||
Still, it's the admin's choice to make so...
|
||||
|
||||
|
||||
In case you hadn't worked it out yet, NTF stands for "Not Team Fortress". :)
|
142
cpma/docs/PlayerFilters.txt
Normal file
142
cpma/docs/PlayerFilters.txt
Normal file
|
@ -0,0 +1,142 @@
|
|||
|
||||
Challenge ProMode Arena: Player Filtering
|
||||
-----------------------------------------
|
||||
Date: 26 Mar 01
|
||||
|
||||
|
||||
The "Player Filtering" capabilities under CPMA allow for more than
|
||||
just simple IP address banning. Below is a description of the
|
||||
features in the current version of CPMA for Quake3.
|
||||
|
||||
All filtering commands are of the form:
|
||||
|
||||
<ban_command> <TAB> <player_name> <TAB> <address_prefix> <TAB> <password>
|
||||
|
||||
<ban_command>:
|
||||
banplayer
|
||||
bantag
|
||||
banaddr
|
||||
banpass
|
||||
|
||||
<player_name>
|
||||
Name (or partial) of a player to ban/allow.
|
||||
|
||||
<address_prefix>
|
||||
Beginning portion of a client's address to ban/allow.
|
||||
Note that the current version does NOT support specifying
|
||||
subnet masks, so this method is really a "traditional"
|
||||
Class C filter at best (although you COULD get away with
|
||||
smaller subnets if you know what you are doing).
|
||||
|
||||
<password>
|
||||
Specifies what a client's public "password" must be set
|
||||
for pass/fail of the current filter.
|
||||
|
||||
----> Note: Specifying "none" in a field will disable that field for
|
||||
the current filter.
|
||||
|
||||
|
||||
Name Filtering
|
||||
--------------
|
||||
Traditional name filtering. This specifies an exact match (barring
|
||||
capitalization and color escape codes) of a playername to allow/deny.
|
||||
A player will ALWAYS be denied access to the server (or changing their
|
||||
name after connect) with the name specified in the filter.
|
||||
|
||||
The client CAN still connect even if his/her name matches the name
|
||||
specified in the filter if they can match either of the two criteria:
|
||||
- They satisfy the <address_prefix> rule (if specified)
|
||||
- They satisfy the <password> rule (if specifed) in their
|
||||
"password" client userinfo.
|
||||
|
||||
----> This is an old method of banning. It is recommended that
|
||||
the "bantag" filter (below) is used in nearly all cases.
|
||||
|
||||
Usage:
|
||||
banplayer Rhea none none
|
||||
---> (Nobody with the name "Rhea" can ever connect, or change
|
||||
their name in game to "Rhea" after connecting with a
|
||||
valid name)
|
||||
|
||||
banplayer Johnny 129.237. my_bad
|
||||
---> (Nobody with the name "Johnny" can ever connect (or change
|
||||
their name to "Johnny") unless they are connecting from
|
||||
an address that begins with "129.237." or if they have
|
||||
their public "password" variable set to "my_bad").
|
||||
|
||||
|
||||
Name "Tag" Filtering
|
||||
--------------------
|
||||
Pattern-match name filtering. This specifies a pattern-matching filter
|
||||
(barring capitalization and color escape codes) of a playername to
|
||||
allow/deny. The main difference between this type of filter and the
|
||||
straight name filter (above) is that such things as clan "tags" can be
|
||||
protected from name smurfs (people fakin the fraud, dissers, someone
|
||||
who aint on the down low, posers, imposters... git it??). It is also
|
||||
useful for keeping people from changing their name slightly to achieve
|
||||
the same effect.
|
||||
|
||||
A player will ALWAYS be denied access to the server (or changing their
|
||||
name after connect) with the name specified in the filter.
|
||||
|
||||
The client CAN still connect even if his/her name contains the specified
|
||||
tag pattern in their name if they can match either of the two criteria:
|
||||
- They satisfy the <address_prefix> rule (if specified)
|
||||
- They satisfy the <password> rule (if specified) in their
|
||||
"password" client userinfo.
|
||||
|
||||
----> It is recommended that this form of name banning be used in
|
||||
nearly all cases. In fact, I can't thing of a reason not to
|
||||
use it in place of "banplayer" =)
|
||||
|
||||
Usage:
|
||||
bantag a| none w3rd
|
||||
---> (Nobody can connect with the pattern "a|" in their name unless
|
||||
they have their public "password" set to "w3rd").
|
||||
|
||||
|
||||
IP Address Filtering
|
||||
--------------------
|
||||
Connecting client address filtering. This allows admins to deny
|
||||
clients based solely on their connecting IP address. A player will
|
||||
ALWAYS be denied access to the server based on their connecting
|
||||
address that matches the filter <address_prefeix> unless they can
|
||||
match either of the two criteria:
|
||||
- They satisfy the <player_name> rule (if specified)
|
||||
- They satisfy the <password> rule (if specified) in their
|
||||
"password" client userinfo.
|
||||
|
||||
----> This is probably the primary method to use for player
|
||||
banning capabilities.
|
||||
|
||||
Usage:
|
||||
banaddr none 129.237. none
|
||||
---> (Nobody can connect from an address that begins with
|
||||
"129.237.", period)
|
||||
|
||||
banaddr none 129.237. imc00l
|
||||
---> (Nobody can connect from an address that begins with
|
||||
"129.237." unless they have their public "password"
|
||||
set to "imc00l").
|
||||
|
||||
|
||||
Password Filtering
|
||||
--------------------
|
||||
Connecting client password filtering. This allows admins to specify
|
||||
multiple server passwords for connecting clients. Clients must have
|
||||
the password specified in either their public variable. Players
|
||||
may bypass the password if either:
|
||||
- They satisfy the <player_name> rule (if specified)
|
||||
- They satisfy the <address_prefix> rule (if specified)
|
||||
|
||||
----> Players will not be banned unless they fail ALL "banpass"
|
||||
filters (if any are specified at all). Hence, you can
|
||||
have temporary passwords while using default passwords that
|
||||
persist for longer periods.
|
||||
|
||||
Usage:
|
||||
banpass none 129.237. onthedownlow
|
||||
---> (A player will fail the filter if their public "password"
|
||||
is not set to "onthedownlow" unless they are
|
||||
connecting from an address that begins with "129.237.").
|
||||
|
394
cpma/docs/Server.txt
Normal file
394
cpma/docs/Server.txt
Normal file
|
@ -0,0 +1,394 @@
|
|||
|
||||
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)
|
||||
|
176
cpma/docs/arQmode.txt
Normal file
176
cpma/docs/arQmode.txt
Normal file
|
@ -0,0 +1,176 @@
|
|||
|
||||
Challenge ProMode Arena: arQmode
|
||||
--------------------------------
|
||||
Date: 28 Nov 03
|
||||
|
||||
There is no "arQmode" any more. It's been tweaked and is now the official
|
||||
ruleset of Challenge ProMode. This document exists solely for "historical"
|
||||
purposes.
|
||||
|
||||
|
||||
Date: 18 Feb 03
|
||||
|
||||
arQmode is an unofficial version of Challenge ProMode that incorporates some
|
||||
of the changes we've discussed over the years but opted NOT to include in
|
||||
ProMode itself for one reason or another. It's really just a place for me to
|
||||
experiment with gameplay, and unlike ProMode the settings for arQmode can
|
||||
(and most likely will) change on a whim without any Design review.
|
||||
I'll refer to it as APM from now on to save typing. :)
|
||||
|
||||
The strategic elements of modern ProMode (armour specifics, weaponspawns,
|
||||
MH behaviour, sound system, etc) are so close to perfect after the last few
|
||||
years of CPMA refinements that changes in that area would provide at best
|
||||
miniscule improvement in return for gratuitous differencing from CPM, so
|
||||
APM (like CQ3) generally leaves them untouched. Instead it focuses on melee,
|
||||
and especially on the behaviour of the "top tier" weapons.
|
||||
|
||||
|
||||
The APM changes are:
|
||||
|
||||
Biased RL Damage
|
||||
Motivation: Reward use of high-skill weaponry.
|
||||
Splash damage from the RL now follows a Q1/Q2-like scheme (though nothing
|
||||
like as ubernoobed) where ANY hit does a minimum of 15 damage, and the
|
||||
damage/distance relationship is biased accordingly, i.e. a shot that does
|
||||
50 damage in CPM will do ~60 damage in APM. Note that although the base
|
||||
knockback factor remains the same as in CPM, knockback on splash hits
|
||||
will also be higher since the base factor is scaled by damage. RL speed,
|
||||
base damage, splash radius, and max splash damage remain unchanged.
|
||||
|
||||
Decreased Splash Vertical Knockback
|
||||
Motivation: Ameliorate the higher RL knockback.
|
||||
CPM's vertical knockback base is 150% of CQ3's. APM's is 133% of CQ3's,
|
||||
or 89% of CPM's. Since an "average" RL hit in APM is ~20% stronger than
|
||||
in CPM, players were thrown around too much. While this change reduces
|
||||
the "lift" from a perfect RL shot by a small amount, when coupled with
|
||||
the previous change it increases lift on an overall basis for the vast
|
||||
majority of shots, and you can still juggle people very nicely. :P
|
||||
|
||||
Increased PG Damage and Knockback, Reduced Speed
|
||||
Motivation: Reward use of high-skill weaponry.
|
||||
The PG's *direct hit* damage has been raised from 15 to 20. The splash
|
||||
damage remains unchanged, and the splash radius is slightly reduced.
|
||||
These changes promote the PG to "top tier" / "power trio" weapon status.
|
||||
Knockback has been increased implicity along with damage, but only
|
||||
slightly: it's now roughly that of the CPM LG.
|
||||
The projectile's speed has been reduced from 2000 to 1800.
|
||||
This keeps the weapon extremely dangerous at close range (where it's still
|
||||
effectively a hitscan weapon) but reduces its utility as a mid-range spam
|
||||
weapon since good players will be able to dodge it to some extent as was
|
||||
possible in Doom; and greatly reduces its value for "pure spam" cases on
|
||||
CTF and other large maps. Speaking of which...
|
||||
The one significant issue with a strong PG lies not so much with the
|
||||
weapon itself but with the behaviour of a certain class of player: the
|
||||
tendency for newbies to simply spam it until they run out of ammo. While
|
||||
not really a problem in skill games, it becomes a very obvious one in CA
|
||||
and CTFS, as those gametypes not only have 99% of the newbie population
|
||||
but also provide the weapon and ammo for free. Fortunately, such people
|
||||
are far more likely to play RA3 or Threewave than CPMA. :P
|
||||
Regardless, the ammo limit for the PG has been reduced to 100, which is
|
||||
more than enough for DM or even TDM play.
|
||||
The size of the plasma graphic has been reduced too, since I REALLY HATE
|
||||
the way Q3 does them; and the shots themselves are in reality infinitely
|
||||
small, contrary to their appearance (especially in VQ3).
|
||||
|
||||
Decreased LG Damage and Knockback
|
||||
Motivation: Penalise use of low-skill weaponry.
|
||||
The LG is 90% ping and 10% ability. Terrifying in the hands of even the
|
||||
most newbie SLPB yet near-useless to HPBs regardless of their skill, it
|
||||
has no place as a top tier weapon. The interesting impact of damage
|
||||
changes to the LG is how that damage is distributed across health and
|
||||
armour. In CPM, the LG damage is always split 2H 6A whether the enemy has
|
||||
RA or YA: despite the lower protection percentage of YA, the rounding
|
||||
applied to the factors involved makes both armours equivalent. Dropping
|
||||
the damage to either 6 or 7 makes the armours distinct again, but the
|
||||
health loss is the same whether the LG is 6 or 7: damage is applied as
|
||||
1H xA against RA and 2H xA against YA for both.
|
||||
I flipped a coin and chose 6.
|
||||
To look at that another way: against a YA player, all 3 "total damage"
|
||||
factors reduce health at the same rate: the only difference is how fast
|
||||
they go through armour. Against an RA player though, either reduction in
|
||||
LG damage makes it virtually worthless for actually killing people until
|
||||
such time as the enemy's armour has been eroded. As such, the LG's role
|
||||
is now very much restricted to that of a finishing weapon and a way to
|
||||
"test" the enemy's health and then combo from.
|
||||
Knockback has been reduced implicity along with damage, but increased
|
||||
explicitly to compensate somewhat. CPM's LG has a knockback of 10 (units
|
||||
per hit) and I originally set APM's to 8, which is JUST enough to hold
|
||||
someone in the air, but it requires exceptional aim to do so. In the end
|
||||
I upped it to 9 simply because it's just so much more fun at that when
|
||||
people take jumppads. :)
|
||||
9 Mar 03: The only thing I DON'T like about 6 is that it means LG now
|
||||
has the same hit tone with Quad as without, which is a bit of a shame.
|
||||
So I got sneaky and increased it to 6.5 instead. Since you can't do
|
||||
fractional damage, that means it stays at 6 normally, but with Quad it
|
||||
jumps from 24 to 26.
|
||||
|
||||
Decreased Rail Damage and Knockback
|
||||
Motivation: Penalise passive play.
|
||||
Now half of its CPM value, enabling fast players to break through "standy
|
||||
railer" defenses. It's extremely tempting to leave the knockback factor
|
||||
at 1 but change the actual damage of the RG instead. Reducing it to 75
|
||||
for example removes the ability to use it for skill-less spawnrapes but
|
||||
leaves it strong enough to be used for "balance of power" shifts or to
|
||||
finish an opponent with. It would however diminish the overall power of
|
||||
the RG to a level that removes it from the top tier, thus leaving no
|
||||
hitscan weapon in that class, which I think would be a mistake. The only
|
||||
way to compensate for that would be to reduce the reload penalty or
|
||||
reinstate cessrail: of the two, a consistent but faster reload is
|
||||
probably still the more desirable option, but with the LG also modified
|
||||
the classic cessrail combo is really a non-issue for APM already.
|
||||
9 Mar 03: Okay, tempting enough that I'm going to try it. :)
|
||||
Damage is reduced to 80; overall knockback stays at half of CPM/VQ3.
|
||||
I found it impossible to decide between a constant faster reload and
|
||||
just re-enabling cessrail by default: there are pros and cons to both.
|
||||
In the end I went with this: if you enable fastrail, you get the standard
|
||||
FR timings of 1000 and 1500; whereas if you leave it disabled (default)
|
||||
then the reload is dropped to 1250.
|
||||
APM was already strongly RL-dominated, and I think that's even more the
|
||||
case after this change. The RG still clearly has an effective role even in
|
||||
DM though: it remains the weapon of choice for a couple of key situations,
|
||||
so I'm willing to run with this for a while and see how it plays out.
|
||||
|
||||
Assorted BFG Tweakage
|
||||
Motivation: Avoid Superweapons.
|
||||
When I originally set the BFG to be a "120% RL", the plan was that we use
|
||||
that as a starting point and then refine it from there. That never happened
|
||||
in CPM, and the weapon remains +20% over the RL in all these aspects:
|
||||
speed; damage; splash damage; splash radius; and implicitly, knockback.
|
||||
(The knockback scale is the same as the RL's, but since the damage is +20%
|
||||
the knockback automatically is also).
|
||||
APM shrinks the blast radius down to 20% *less* than the RL. Interestingly,
|
||||
because of the new bias on the APM RL the two weapons now cause roughly the
|
||||
same damage for "average" shots, but the BFG causes more on "good" shots
|
||||
and less on "bad" shots.
|
||||
|
||||
Biased Spawns (the only strategic change)
|
||||
Motivation: Minimise streaks of "cheap luck".
|
||||
Biased player respawns mean that a player CAN respawn at any spawnpoint,
|
||||
but is more likely to respawn some distance from where he died. While
|
||||
clearly still superior to baseq3's utterly predictable respawns, and
|
||||
significantly less likely (note: NOT impossible) to result in unpleasant
|
||||
"get spawnfragged in the same place 3 times in a row" than the "true
|
||||
random" scheme that CPM uses, there are still elements to it that I'm
|
||||
not really comfortable with. My personal opinion is that that there IS no
|
||||
"best" way to handle respawns, because of the variance in map layouts etc
|
||||
and in the events that lead up to the frag in the first place. Still, to
|
||||
paraphrase the ELM docs: "All respawn schemes suck. This one just sucks
|
||||
less than the others". :)
|
||||
|
||||
|
||||
Changes that STILL didn't make it:
|
||||
|
||||
Increased Ground Friction
|
||||
Motivation: Improve player agility when on the ground.
|
||||
Something that was supposed to be in *pre-CPMA* CPM even, but in reality
|
||||
was never changed. Friction is 25% higher, allowing for faster stops and
|
||||
increased dodging ability. It has the interesting side-effect of reducing
|
||||
"launch speed" (i.e. the speed of the initial CSJ when starting a run) by
|
||||
about 30-50ups, which makes certain now-common tricks like stairs->MH on
|
||||
CPM3 significantly harder.
|
||||
Final Verdict: Had we done this years ago, it arguably would have been
|
||||
the better call, but at this stage it just seems limiting.
|
||||
Moreover it forces players to relearn the initial CSJ and thus introduces
|
||||
a conflict between CPM and APM movement, and a barrier to being able to
|
||||
play both. Those factors more than outweigh the slight improvement that it
|
||||
makes to the ground game.
|
242
cpma/hud/arqon.cfg
Normal file
242
cpma/hud/arqon.cfg
Normal file
|
@ -0,0 +1,242 @@
|
|||
|
||||
!DEFAULT
|
||||
{
|
||||
color 1 1 1 1
|
||||
fontsize 8 12
|
||||
#font id; textstyle 1
|
||||
font threewave
|
||||
}
|
||||
|
||||
|
||||
Console
|
||||
{
|
||||
rect 0 0 640 48
|
||||
#monospace
|
||||
time 3000
|
||||
}
|
||||
|
||||
|
||||
NetGraph
|
||||
{
|
||||
rect 592 432 48 48
|
||||
bgcolor 0.25 0.25 0.25 0.25
|
||||
fill
|
||||
}
|
||||
|
||||
NetGraphPing
|
||||
{
|
||||
rect 592 432 48 12
|
||||
textalign R
|
||||
}
|
||||
|
||||
|
||||
# the WeaponList has to get a little funky to be able to handle all the legacyhud tricks:
|
||||
# W and H are the size of EACH weapon, not the total
|
||||
# and for the horizontal weaponlist (textalign C) X is the point to center around
|
||||
# setting "fill" on the weaponlist draws any weapon that you have OR have ammo for: very handy in TDM
|
||||
|
||||
WeaponList
|
||||
{
|
||||
rect 0 80 48 16
|
||||
color 0.25 0.25 1 0.75
|
||||
bgcolor 0.25 0.25 0.25 0.75
|
||||
fontsize 12 16
|
||||
}
|
||||
|
||||
|
||||
StatusBar_HealthIcon
|
||||
{
|
||||
rect 260 420 24 24
|
||||
model "models/players/mynx/head.md3"
|
||||
image "models/players/mynx/head_pm.skin"
|
||||
angles 0 180 0 0
|
||||
offset -12 -0.5 -3
|
||||
color 0.25 0.75 1 1
|
||||
}
|
||||
|
||||
StatusBar_HealthCount
|
||||
{
|
||||
rect 240 448 48 24
|
||||
font idblock
|
||||
fontsize 16 24
|
||||
textalign R
|
||||
textstyle 1
|
||||
}
|
||||
|
||||
|
||||
StatusBar_AmmoIcon
|
||||
{
|
||||
rect 312 428 16 16
|
||||
}
|
||||
|
||||
StatusBar_AmmoCount
|
||||
{
|
||||
rect 302 448 36 16
|
||||
font idblock
|
||||
fontsize 12 16
|
||||
textalign C
|
||||
textstyle 1
|
||||
}
|
||||
|
||||
|
||||
StatusBar_ArmorIcon
|
||||
{
|
||||
rect 352 420 24 24
|
||||
#angles 0 180 0 0
|
||||
#Draw3D
|
||||
}
|
||||
|
||||
StatusBar_ArmorCount
|
||||
{
|
||||
rect 352 448 48 32
|
||||
font idblock
|
||||
fontsize 16 24
|
||||
textstyle 1
|
||||
}
|
||||
|
||||
|
||||
FPS
|
||||
{
|
||||
rect 0 0 640 12
|
||||
color 1 1 1 0.5
|
||||
textalign R
|
||||
}
|
||||
|
||||
|
||||
GameTime
|
||||
{
|
||||
rect 0 24 640 16
|
||||
fontsize 12 16
|
||||
textalign R
|
||||
monospace
|
||||
}
|
||||
|
||||
|
||||
GameType
|
||||
{
|
||||
rect 0 32 640 24
|
||||
fontsize 16 24
|
||||
textalign C
|
||||
color 1 1 0.5 1
|
||||
}
|
||||
|
||||
|
||||
WarmupInfo
|
||||
{
|
||||
rect 0 64 640 16
|
||||
fontsize 12 16
|
||||
textalign C
|
||||
}
|
||||
|
||||
|
||||
SpecMessage
|
||||
{
|
||||
rect 0 80 640 16
|
||||
fontsize 12 16
|
||||
textalign C
|
||||
}
|
||||
|
||||
|
||||
FollowMessage
|
||||
{
|
||||
rect 0 16 640 12
|
||||
textalign C
|
||||
}
|
||||
|
||||
|
||||
PlayerSpeed
|
||||
{
|
||||
rect 0 12 640 12
|
||||
color 1 1 1 0.5
|
||||
textalign R
|
||||
}
|
||||
|
||||
|
||||
TargetName
|
||||
{
|
||||
rect 0 256 640 12
|
||||
textalign C
|
||||
time 500
|
||||
}
|
||||
|
||||
TargetStatus
|
||||
{
|
||||
rect 0 268 640 12
|
||||
textalign C
|
||||
time 500
|
||||
color 0.5 1 1 1
|
||||
}
|
||||
|
||||
|
||||
VoteMessageArena
|
||||
{
|
||||
rect 0 60 640 16
|
||||
fontsize 12 16
|
||||
textalign C
|
||||
}
|
||||
|
||||
|
||||
VoteMessageWorld
|
||||
{
|
||||
rect 0 76 640 16
|
||||
fontsize 12 16
|
||||
textalign C
|
||||
color 1 1 0 1
|
||||
}
|
||||
|
||||
|
||||
!DEFAULT { textalign R; fontsize 16 20; }
|
||||
Score_Limit { rect 0 420 32 20; bgcolor 0.5 0.5 0.5 0.5; fill; }
|
||||
Score_OWN { rect 0 440 32 20; bgcolor 1 1 1 0.5; fill; }
|
||||
Score_NME { rect 0 460 32 20; bgcolor 0 1 0 0.5; fill; }
|
||||
|
||||
|
||||
!DEFAULT { textalign L; fontsize 8 12; }
|
||||
Chat1 { rect 0 396 640 12; time 3000; }
|
||||
Chat2 { rect 0 384 640 12; time 3000; }
|
||||
Chat3 { rect 0 372 640 12; time 3000; }
|
||||
Chat4 { rect 0 360 640 12; time 3000; }
|
||||
Chat5 { rect 0 348 640 12; time 3000; }
|
||||
Chat6 { rect 0 336 640 12; time 3000; }
|
||||
Chat7 { rect 0 324 640 12; time 3000; }
|
||||
Chat8 { rect 0 312 640 12; time 3000; }
|
||||
|
||||
|
||||
# that's all the DM stuff
|
||||
|
||||
|
||||
!DEFAULT { bgcolor 0.5 0.5 0.5 0.5; textalign R; fontsize 8 12; }
|
||||
Team1 { rect 0 396 640 12; monospace; }
|
||||
Team2 { rect 0 384 640 12; monospace; }
|
||||
Team3 { rect 0 372 640 12; monospace; }
|
||||
Team4 { rect 0 360 640 12; monospace; }
|
||||
Team5 { rect 0 348 640 12; monospace; }
|
||||
Team6 { rect 0 336 640 12; monospace; }
|
||||
Team7 { rect 0 324 640 12; monospace; }
|
||||
Team8 { rect 0 312 640 12; monospace; }
|
||||
|
||||
!DEFAULT { bgcolor 0 0 0 0; textalign R; font idblock; fontsize 24 32; }
|
||||
|
||||
PowerUp1_Icon { rect 608 264 32 32; } # also used for the O/D indicator in CTFS
|
||||
PowerUp1_Time { rect 544 264 64 32; }
|
||||
|
||||
PowerUp2_Icon { rect 608 232 32 32; }
|
||||
PowerUp2_Time { rect 544 232 64 32; }
|
||||
|
||||
PowerUp3_Icon { rect 608 200 32 32; }
|
||||
PowerUp3_Time { rect 544 200 64 32; }
|
||||
|
||||
PowerUp4_Icon { rect 608 168 32 32; }
|
||||
PowerUp4_Time { rect 544 168 64 32; }
|
||||
|
||||
|
||||
FlagStatus_OWN { rect 40 440 20 20; color 1 1 1 1; }
|
||||
FlagStatus_NME { rect 40 460 20 20; color 0 1 0 1; }
|
||||
|
||||
|
||||
!DEFAULT { bgcolor 0.5 0.5 0.5 0.5; textalign L; font threewave; fontsize 12 16; }
|
||||
|
||||
TeamCount_OWN { rect 620 48 20 20; fill; }
|
||||
TeamIcon_OWN { rect 600 48 20 20; fill; image "models/players/mynx/icon_pm.tga"; }
|
||||
TeamCount_NME { rect 620 72 20 20; fill; }
|
||||
TeamIcon_NME { rect 600 72 20 20; fill; image "models/players/sarge/icon_pm.tga"; }
|
237
cpma/hud/hud1.cfg
Normal file
237
cpma/hud/hud1.cfg
Normal file
|
@ -0,0 +1,237 @@
|
|||
|
||||
!DEFAULT
|
||||
{
|
||||
color 1 1 1 1
|
||||
fontsize 8 12
|
||||
font cpma
|
||||
textstyle 1
|
||||
}
|
||||
|
||||
Console
|
||||
{
|
||||
rect 0 0 640 48
|
||||
#monospace
|
||||
time 3000
|
||||
font threewave
|
||||
}
|
||||
|
||||
WeaponList
|
||||
{
|
||||
rect 0 64 48 16
|
||||
color 0.2 0.2 0.7 0.75
|
||||
font id
|
||||
fontsize 12 16
|
||||
}
|
||||
|
||||
|
||||
StatusBar_HealthIcon
|
||||
{
|
||||
rect 200 448 24 24
|
||||
image "models/players/mynx/icon_pm.tga"
|
||||
}
|
||||
|
||||
StatusBar_HealthCount
|
||||
{
|
||||
rect 240 448 48 24
|
||||
font idblock
|
||||
fontsize 16 24
|
||||
textalign R
|
||||
}
|
||||
|
||||
|
||||
|
||||
StatusBar_ArmorIcon
|
||||
{
|
||||
rect 420 448 24 24
|
||||
}
|
||||
|
||||
StatusBar_ArmorCount
|
||||
{
|
||||
rect 352 448 32 32
|
||||
font idblock
|
||||
fontsize 16 24
|
||||
}
|
||||
|
||||
|
||||
|
||||
FPS
|
||||
{
|
||||
rect 0 0 640 12
|
||||
color 1 1 1 0.5
|
||||
textalign R
|
||||
}
|
||||
|
||||
|
||||
GameTime
|
||||
{
|
||||
rect 0 16 640 16
|
||||
font id
|
||||
fontsize 12 16
|
||||
textalign R
|
||||
monospace
|
||||
}
|
||||
|
||||
|
||||
GameType
|
||||
{
|
||||
rect 0 16 640 24
|
||||
fontsize 20
|
||||
textalign C
|
||||
color 1 1 0.5 1
|
||||
}
|
||||
|
||||
|
||||
WarmupInfo
|
||||
{
|
||||
rect 0 40 640 24
|
||||
fontsize 16
|
||||
textalign C
|
||||
}
|
||||
|
||||
|
||||
FollowMessage
|
||||
{
|
||||
rect 0 466 640 12
|
||||
textalign C
|
||||
}
|
||||
|
||||
|
||||
SpecMessage
|
||||
{
|
||||
rect 0 80 640 16
|
||||
fontsize 12 16
|
||||
textalign C
|
||||
}
|
||||
|
||||
|
||||
FragMessage
|
||||
{
|
||||
rect 0 80 640 16
|
||||
fontsize 12 16
|
||||
textalign C
|
||||
time 1500
|
||||
fade 1 1 1 0.5
|
||||
}
|
||||
|
||||
|
||||
RankMessage
|
||||
{
|
||||
rect 0 96 640 12
|
||||
textalign C
|
||||
time 1500
|
||||
fade 1 1 1 0.5
|
||||
}
|
||||
|
||||
|
||||
#PlayerSpeed
|
||||
#{
|
||||
# rect 0 386 640 12
|
||||
# color 1 1 1 0.5
|
||||
# textalign R
|
||||
#}
|
||||
|
||||
|
||||
ItemPickup
|
||||
{
|
||||
rect 24 384 640 16
|
||||
fontsize 12 16
|
||||
time 1500
|
||||
#fade 1 1 1 0.5
|
||||
}
|
||||
|
||||
|
||||
ItemPickupIcon
|
||||
{
|
||||
rect 0 384 16 16
|
||||
time 1500
|
||||
# fading an image requires an alpha channel which the icons don't have >:(
|
||||
#fade 1 1 1 0.5
|
||||
}
|
||||
|
||||
|
||||
TargetName
|
||||
{
|
||||
rect 0 256 640 12
|
||||
textalign C
|
||||
time 500
|
||||
}
|
||||
|
||||
TargetStatus
|
||||
{
|
||||
rect 0 268 640 12
|
||||
textalign C
|
||||
time 500
|
||||
color 0.5 1 1 1
|
||||
}
|
||||
|
||||
|
||||
Chat1 { rect 0 372 640 12; time 3000; }
|
||||
Chat2 { rect 0 360 640 12; time 3000; }
|
||||
Chat3 { rect 0 348 640 12; time 3000; }
|
||||
Chat4 { rect 0 336 640 12; time 3000; }
|
||||
Chat5 { rect 0 324 640 12; time 3000; }
|
||||
Chat6 { rect 0 312 640 12; time 3000; }
|
||||
Chat7 { rect 0 300 640 12; time 3000; }
|
||||
Chat8 { rect 0 288 640 12; time 3000; }
|
||||
|
||||
|
||||
VoteMessageArena
|
||||
{
|
||||
rect 0 60 640 16
|
||||
fontsize 12 16
|
||||
textalign C
|
||||
}
|
||||
|
||||
|
||||
VoteMessageWorld
|
||||
{
|
||||
rect 0 76 640 16
|
||||
fontsize 12 16
|
||||
textalign C
|
||||
color 1 1 0 1
|
||||
}
|
||||
|
||||
|
||||
Score_Limit { rect 0 420 32 20; textalign R; fontsize 16 20; bgcolor 0.5 0.5 0.5 0.5; fill; }
|
||||
Score_OWN { rect 0 440 32 20; textalign R; fontsize 16 20; bgcolor 1 1 1 0.5; fill; }
|
||||
Score_NME { rect 0 460 32 20; textalign R; fontsize 16 20; bgcolor 0 1 0 0.5; fill; }
|
||||
|
||||
|
||||
# that's all the DM stuff
|
||||
|
||||
|
||||
!DEFAULT { bgcolor 0.5 0.5 0.5 0.5; textalign R; }
|
||||
Team1 { rect 0 372 640 12; monospace; }
|
||||
Team2 { rect 0 360 640 12; monospace; }
|
||||
Team3 { rect 0 348 640 12; monospace; }
|
||||
Team4 { rect 0 336 640 12; monospace; }
|
||||
Team5 { rect 0 324 640 12; monospace; }
|
||||
Team6 { rect 0 312 640 12; monospace; }
|
||||
Team7 { rect 0 300 640 12; monospace; }
|
||||
Team8 { rect 0 288 640 12; monospace; }
|
||||
!DEFAULT { bgcolor 0 0 0 0; textalign L; }
|
||||
|
||||
|
||||
# PowerUp1_Icon is also used for the O/D indicator in CTFS
|
||||
|
||||
PowerUp1_Icon { rect 608 264 32 32; }
|
||||
PowerUp1_Time { rect 544 264 64 32; textalign R; fontsize 24 32; }
|
||||
|
||||
PowerUp2_Icon { rect 608 232 32 32; }
|
||||
PowerUp2_Time { rect 544 232 64 32; textalign R; fontsize 24 32; }
|
||||
|
||||
PowerUp3_Icon { rect 608 200 32 32; }
|
||||
PowerUp3_Time { rect 544 200 64 32; textalign R; fontsize 24 32; }
|
||||
|
||||
PowerUp4_Icon { rect 608 168 32 32; }
|
||||
PowerUp4_Time { rect 544 168 64 32; textalign R; fontsize 24 32; }
|
||||
|
||||
|
||||
FlagStatus_OWN { rect 608 400 32 32; color 1 1 1 1; }
|
||||
FlagStatus_NME { rect 568 400 32 32; color 0 1 0 1; }
|
||||
|
||||
|
||||
TeamCount_OWN { rect 620 40 20 20; bgcolor 0.5 0.5 0.5 0.5; fill; fontsize 12 16; }
|
||||
TeamIcon_OWN { rect 600 40 20 20; bgcolor 0.5 0.5 0.5 0.5; fill; image "models/players/mynx/icon_pm.tga"; }
|
||||
TeamCount_NME { rect 620 64 20 20; bgcolor 0.5 0.5 0.5 0.5; fill; fontsize 12 16; }
|
||||
TeamIcon_NME { rect 600 64 20 20; bgcolor 0.5 0.5 0.5 0.5; fill; image "models/players/sarge/icon_pm.tga"; }
|
238
cpma/hud/hud2.cfg
Normal file
238
cpma/hud/hud2.cfg
Normal file
|
@ -0,0 +1,238 @@
|
|||
|
||||
!DEFAULT
|
||||
{
|
||||
color 1 1 1 1
|
||||
fontsize 8 12
|
||||
font cpma
|
||||
textstyle 1
|
||||
}
|
||||
|
||||
Console
|
||||
{
|
||||
rect 0 0 640 48
|
||||
#monospace
|
||||
time 3000
|
||||
font threewave
|
||||
}
|
||||
|
||||
WeaponList
|
||||
{
|
||||
rect 320 420 48 16
|
||||
color 0.2 0.2 0.7 0.75
|
||||
font id
|
||||
textalign C
|
||||
fontsize 12 16
|
||||
}
|
||||
|
||||
|
||||
StatusBar_HealthIcon
|
||||
{
|
||||
rect 200 448 24 24
|
||||
image "models/players/mynx/icon_pm.tga"
|
||||
}
|
||||
|
||||
StatusBar_HealthCount
|
||||
{
|
||||
rect 240 448 48 24
|
||||
font idblock
|
||||
fontsize 16 24
|
||||
textalign R
|
||||
}
|
||||
|
||||
|
||||
|
||||
StatusBar_ArmorIcon
|
||||
{
|
||||
rect 420 448 24 24
|
||||
}
|
||||
|
||||
StatusBar_ArmorCount
|
||||
{
|
||||
rect 352 448 32 32
|
||||
font idblock
|
||||
fontsize 16 24
|
||||
}
|
||||
|
||||
|
||||
|
||||
FPS
|
||||
{
|
||||
rect 0 0 640 12
|
||||
color 1 1 1 0.5
|
||||
textalign R
|
||||
}
|
||||
|
||||
|
||||
GameTime
|
||||
{
|
||||
rect 0 16 640 16
|
||||
font id
|
||||
fontsize 12 16
|
||||
textalign R
|
||||
monospace
|
||||
}
|
||||
|
||||
|
||||
GameType
|
||||
{
|
||||
rect 0 16 640 24
|
||||
fontsize 20
|
||||
textalign C
|
||||
color 1 1 0.5 1
|
||||
}
|
||||
|
||||
|
||||
WarmupInfo
|
||||
{
|
||||
rect 0 40 640 24
|
||||
fontsize 16
|
||||
textalign C
|
||||
}
|
||||
|
||||
|
||||
FollowMessage
|
||||
{
|
||||
rect 0 466 640 12
|
||||
textalign C
|
||||
}
|
||||
|
||||
|
||||
SpecMessage
|
||||
{
|
||||
rect 0 80 640 16
|
||||
fontsize 12 16
|
||||
textalign C
|
||||
}
|
||||
|
||||
|
||||
FragMessage
|
||||
{
|
||||
rect 0 80 640 16
|
||||
fontsize 12 16
|
||||
textalign C
|
||||
time 1500
|
||||
fade 1 1 1 0.5
|
||||
}
|
||||
|
||||
|
||||
RankMessage
|
||||
{
|
||||
rect 0 96 640 12
|
||||
textalign C
|
||||
time 1500
|
||||
fade 1 1 1 0.5
|
||||
}
|
||||
|
||||
|
||||
#PlayerSpeed
|
||||
#{
|
||||
# rect 0 386 640 12
|
||||
# color 1 1 1 0.5
|
||||
# textalign R
|
||||
#}
|
||||
|
||||
|
||||
ItemPickup
|
||||
{
|
||||
rect 24 384 640 16
|
||||
fontsize 12 16
|
||||
time 1500
|
||||
#fade 1 1 1 0.5
|
||||
}
|
||||
|
||||
|
||||
ItemPickupIcon
|
||||
{
|
||||
rect 0 384 16 16
|
||||
time 1500
|
||||
# fading an image requires an alpha channel which the icons don't have >:(
|
||||
#fade 1 1 1 0.5
|
||||
}
|
||||
|
||||
|
||||
TargetName
|
||||
{
|
||||
rect 0 256 640 12
|
||||
textalign C
|
||||
time 500
|
||||
}
|
||||
|
||||
TargetStatus
|
||||
{
|
||||
rect 0 268 640 12
|
||||
textalign C
|
||||
time 500
|
||||
color 0.5 1 1 1
|
||||
}
|
||||
|
||||
|
||||
Chat1 { rect 0 372 640 12; time 3000; }
|
||||
Chat2 { rect 0 360 640 12; time 3000; }
|
||||
Chat3 { rect 0 348 640 12; time 3000; }
|
||||
Chat4 { rect 0 336 640 12; time 3000; }
|
||||
Chat5 { rect 0 324 640 12; time 3000; }
|
||||
Chat6 { rect 0 312 640 12; time 3000; }
|
||||
Chat7 { rect 0 300 640 12; time 3000; }
|
||||
Chat8 { rect 0 288 640 12; time 3000; }
|
||||
|
||||
|
||||
VoteMessageArena
|
||||
{
|
||||
rect 0 60 640 16
|
||||
fontsize 12 16
|
||||
textalign C
|
||||
}
|
||||
|
||||
|
||||
VoteMessageWorld
|
||||
{
|
||||
rect 0 76 640 16
|
||||
fontsize 12 16
|
||||
textalign C
|
||||
color 1 1 0 1
|
||||
}
|
||||
|
||||
|
||||
Score_Limit { rect 0 420 32 20; textalign R; fontsize 16 20; bgcolor 0.5 0.5 0.5 0.5; fill; }
|
||||
Score_OWN { rect 0 440 32 20; textalign R; fontsize 16 20; bgcolor 1 1 1 0.5; fill; }
|
||||
Score_NME { rect 0 460 32 20; textalign R; fontsize 16 20; bgcolor 0 1 0 0.5; fill; }
|
||||
|
||||
|
||||
# that's all the DM stuff
|
||||
|
||||
|
||||
!DEFAULT { bgcolor 0.5 0.5 0.5 0.5; textalign R; }
|
||||
Team1 { rect 0 372 640 12; monospace; }
|
||||
Team2 { rect 0 360 640 12; monospace; }
|
||||
Team3 { rect 0 348 640 12; monospace; }
|
||||
Team4 { rect 0 336 640 12; monospace; }
|
||||
Team5 { rect 0 324 640 12; monospace; }
|
||||
Team6 { rect 0 312 640 12; monospace; }
|
||||
Team7 { rect 0 300 640 12; monospace; }
|
||||
Team8 { rect 0 288 640 12; monospace; }
|
||||
!DEFAULT { bgcolor 0 0 0 0; textalign L; }
|
||||
|
||||
|
||||
# PowerUp1_Icon is also used for the O/D indicator in CTFS
|
||||
|
||||
PowerUp1_Icon { rect 608 264 32 32; }
|
||||
PowerUp1_Time { rect 544 264 64 32; textalign R; fontsize 24 32; }
|
||||
|
||||
PowerUp2_Icon { rect 608 232 32 32; }
|
||||
PowerUp2_Time { rect 544 232 64 32; textalign R; fontsize 24 32; }
|
||||
|
||||
PowerUp3_Icon { rect 608 200 32 32; }
|
||||
PowerUp3_Time { rect 544 200 64 32; textalign R; fontsize 24 32; }
|
||||
|
||||
PowerUp4_Icon { rect 608 168 32 32; }
|
||||
PowerUp4_Time { rect 544 168 64 32; textalign R; fontsize 24 32; }
|
||||
|
||||
|
||||
FlagStatus_OWN { rect 608 400 32 32; color 1 1 1 1; }
|
||||
FlagStatus_NME { rect 568 400 32 32; color 0 1 0 1; }
|
||||
|
||||
|
||||
TeamCount_OWN { rect 620 40 20 20; bgcolor 0.5 0.5 0.5 0.5; fill; fontsize 12 16; }
|
||||
TeamIcon_OWN { rect 600 40 20 20; bgcolor 0.5 0.5 0.5 0.5; fill; image "models/players/mynx/icon_pm.tga"; }
|
||||
TeamCount_NME { rect 620 64 20 20; bgcolor 0.5 0.5 0.5 0.5; fill; fontsize 12 16; }
|
||||
TeamIcon_NME { rect 600 64 20 20; bgcolor 0.5 0.5 0.5 0.5; fill; image "models/players/sarge/icon_pm.tga"; }
|
250
cpma/hud/hud3.cfg
Normal file
250
cpma/hud/hud3.cfg
Normal file
|
@ -0,0 +1,250 @@
|
|||
|
||||
!DEFAULT
|
||||
{
|
||||
color 1 1 1 1
|
||||
fontsize 8 12
|
||||
font cpma
|
||||
textstyle 1
|
||||
}
|
||||
|
||||
Console
|
||||
{
|
||||
rect 0 0 640 48
|
||||
#monospace
|
||||
time 3000
|
||||
font threewave
|
||||
}
|
||||
|
||||
WeaponList
|
||||
{
|
||||
rect 592 64 48 16
|
||||
color 0.2 0.2 0.7 0.75
|
||||
font id
|
||||
fontsize 12 16
|
||||
textalign r
|
||||
}
|
||||
|
||||
|
||||
StatusBar_HealthIcon
|
||||
{
|
||||
rect 150 448 24 24
|
||||
image "models/players/mynx/icon_pm.tga"
|
||||
}
|
||||
|
||||
StatusBar_HealthCount
|
||||
{
|
||||
rect 190 448 48 24
|
||||
font idblock
|
||||
fontsize 16 24
|
||||
textalign R
|
||||
}
|
||||
|
||||
|
||||
|
||||
StatusBar_ArmorIcon
|
||||
{
|
||||
rect 470 448 24 24
|
||||
}
|
||||
|
||||
StatusBar_ArmorCount
|
||||
{
|
||||
rect 400 448 32 32
|
||||
font idblock
|
||||
fontsize 16 24
|
||||
}
|
||||
|
||||
|
||||
StatusBar_AmmoIcon
|
||||
{
|
||||
rect 312 428 16 16
|
||||
}
|
||||
|
||||
StatusBar_AmmoCount
|
||||
{
|
||||
rect 302 448 36 16
|
||||
font idblock
|
||||
fontsize 12 16
|
||||
textalign C
|
||||
}
|
||||
|
||||
FPS
|
||||
{
|
||||
rect 0 0 640 12
|
||||
color 1 1 1 0.5
|
||||
textalign R
|
||||
}
|
||||
|
||||
|
||||
GameTime
|
||||
{
|
||||
rect 0 16 640 16
|
||||
font id
|
||||
fontsize 12 16
|
||||
textalign R
|
||||
monospace
|
||||
}
|
||||
|
||||
|
||||
GameType
|
||||
{
|
||||
rect 0 16 640 24
|
||||
fontsize 20
|
||||
textalign C
|
||||
color 1 1 0.5 1
|
||||
}
|
||||
|
||||
|
||||
WarmupInfo
|
||||
{
|
||||
rect 0 40 640 24
|
||||
fontsize 16
|
||||
textalign C
|
||||
}
|
||||
|
||||
|
||||
FollowMessage
|
||||
{
|
||||
rect 0 466 640 12
|
||||
textalign C
|
||||
}
|
||||
|
||||
|
||||
SpecMessage
|
||||
{
|
||||
rect 0 80 640 16
|
||||
fontsize 12 16
|
||||
textalign C
|
||||
}
|
||||
|
||||
|
||||
FragMessage
|
||||
{
|
||||
rect 0 80 640 16
|
||||
fontsize 12 16
|
||||
textalign C
|
||||
time 1500
|
||||
fade 1 1 1 0.5
|
||||
}
|
||||
|
||||
|
||||
RankMessage
|
||||
{
|
||||
rect 0 96 640 12
|
||||
textalign C
|
||||
time 1500
|
||||
fade 1 1 1 0.5
|
||||
}
|
||||
|
||||
|
||||
#PlayerSpeed
|
||||
#{
|
||||
# rect 0 386 640 12
|
||||
# color 1 1 1 0.5
|
||||
# textalign R
|
||||
#}
|
||||
|
||||
|
||||
ItemPickup
|
||||
{
|
||||
rect 24 384 640 16
|
||||
fontsize 12 16
|
||||
time 1500
|
||||
#fade 1 1 1 0.5
|
||||
}
|
||||
|
||||
|
||||
ItemPickupIcon
|
||||
{
|
||||
rect 0 384 16 16
|
||||
time 1500
|
||||
# fading an image requires an alpha channel which the icons don't have >:(
|
||||
#fade 1 1 1 0.5
|
||||
}
|
||||
|
||||
|
||||
TargetName
|
||||
{
|
||||
rect 0 256 640 12
|
||||
textalign C
|
||||
time 500
|
||||
}
|
||||
|
||||
TargetStatus
|
||||
{
|
||||
rect 0 268 640 12
|
||||
textalign C
|
||||
time 500
|
||||
color 0.5 1 1 1
|
||||
}
|
||||
|
||||
|
||||
Chat1 { rect 0 372 640 12; time 3000; }
|
||||
Chat2 { rect 0 360 640 12; time 3000; }
|
||||
Chat3 { rect 0 348 640 12; time 3000; }
|
||||
Chat4 { rect 0 336 640 12; time 3000; }
|
||||
Chat5 { rect 0 324 640 12; time 3000; }
|
||||
Chat6 { rect 0 312 640 12; time 3000; }
|
||||
Chat7 { rect 0 300 640 12; time 3000; }
|
||||
Chat8 { rect 0 288 640 12; time 3000; }
|
||||
|
||||
|
||||
VoteMessageArena
|
||||
{
|
||||
rect 0 60 640 16
|
||||
fontsize 12 16
|
||||
textalign C
|
||||
}
|
||||
|
||||
|
||||
VoteMessageWorld
|
||||
{
|
||||
rect 0 76 640 16
|
||||
fontsize 12 16
|
||||
textalign C
|
||||
color 1 1 0 1
|
||||
}
|
||||
|
||||
|
||||
Score_Limit { rect 0 420 32 20; textalign R; fontsize 16 20; bgcolor 0.5 0.5 0.5 0.5; fill; }
|
||||
Score_OWN { rect 0 440 32 20; textalign R; fontsize 16 20; bgcolor 1 1 1 0.5; fill; }
|
||||
Score_NME { rect 0 460 32 20; textalign R; fontsize 16 20; bgcolor 0 1 0 0.5; fill; }
|
||||
|
||||
|
||||
# that's all the DM stuff
|
||||
|
||||
|
||||
!DEFAULT { bgcolor 0.5 0.5 0.5 0.5; textalign R; }
|
||||
Team1 { rect 0 372 640 12; monospace; }
|
||||
Team2 { rect 0 360 640 12; monospace; }
|
||||
Team3 { rect 0 348 640 12; monospace; }
|
||||
Team4 { rect 0 336 640 12; monospace; }
|
||||
Team5 { rect 0 324 640 12; monospace; }
|
||||
Team6 { rect 0 312 640 12; monospace; }
|
||||
Team7 { rect 0 300 640 12; monospace; }
|
||||
Team8 { rect 0 288 640 12; monospace; }
|
||||
!DEFAULT { bgcolor 0 0 0 0; textalign L; }
|
||||
|
||||
|
||||
# PowerUp1_Icon is also used for the O/D indicator in CTFS
|
||||
|
||||
PowerUp1_Icon { rect 608 264 32 32; }
|
||||
PowerUp1_Time { rect 544 264 64 32; textalign R; fontsize 24 32; }
|
||||
|
||||
PowerUp2_Icon { rect 608 232 32 32; }
|
||||
PowerUp2_Time { rect 544 232 64 32; textalign R; fontsize 24 32; }
|
||||
|
||||
PowerUp3_Icon { rect 608 200 32 32; }
|
||||
PowerUp3_Time { rect 544 200 64 32; textalign R; fontsize 24 32; }
|
||||
|
||||
PowerUp4_Icon { rect 608 168 32 32; }
|
||||
PowerUp4_Time { rect 544 168 64 32; textalign R; fontsize 24 32; }
|
||||
|
||||
|
||||
FlagStatus_OWN { rect 608 400 32 32; color 1 1 1 1; }
|
||||
FlagStatus_NME { rect 568 400 32 32; color 0 1 0 1; }
|
||||
|
||||
|
||||
TeamCount_OWN { rect 620 40 20 20; bgcolor 0.5 0.5 0.5 0.5; fill; fontsize 12 16; }
|
||||
TeamIcon_OWN { rect 600 40 20 20; bgcolor 0.5 0.5 0.5 0.5; fill; image "models/players/mynx/icon_pm.tga"; }
|
||||
TeamCount_NME { rect 620 64 20 20; bgcolor 0.5 0.5 0.5 0.5; fill; fontsize 12 16; }
|
||||
TeamIcon_NME { rect 600 64 20 20; bgcolor 0.5 0.5 0.5 0.5; fill; image "models/players/sarge/icon_pm.tga"; }
|
239
cpma/hud/hud4.cfg
Normal file
239
cpma/hud/hud4.cfg
Normal file
|
@ -0,0 +1,239 @@
|
|||
|
||||
!DEFAULT
|
||||
{
|
||||
color 1 1 1 1
|
||||
fontsize 8 12
|
||||
font cpma
|
||||
textstyle 1
|
||||
}
|
||||
|
||||
Console
|
||||
{
|
||||
rect 0 0 640 48
|
||||
#monospace
|
||||
time 3000
|
||||
font threewave
|
||||
}
|
||||
|
||||
WeaponList
|
||||
{
|
||||
rect 320 464 30 11
|
||||
color 0.2 0.2 0.7 0.75
|
||||
font cpma
|
||||
textalign C
|
||||
fontsize 11
|
||||
bgcolor 0 0 0 0.5
|
||||
fill
|
||||
}
|
||||
|
||||
|
||||
StatusBar_HealthCount
|
||||
{
|
||||
rect 285 260 32 32
|
||||
font cpma
|
||||
color 1 1 1 0.8
|
||||
fontsize 11
|
||||
textalign C
|
||||
}
|
||||
|
||||
|
||||
|
||||
StatusBar_ArmorIcon
|
||||
{
|
||||
rect 313 260 11 11
|
||||
textalign R
|
||||
color 0, 0, 0, 0.5
|
||||
}
|
||||
|
||||
StatusBar_ArmorCount
|
||||
{
|
||||
rect 320 260 32 32
|
||||
font cpma
|
||||
fontsize 11
|
||||
color 1 1 1 0.8
|
||||
textalign C
|
||||
}
|
||||
|
||||
|
||||
|
||||
FPS
|
||||
{
|
||||
rect 0 0 640 12
|
||||
color 1 1 1 0.5
|
||||
textalign R
|
||||
}
|
||||
|
||||
|
||||
GameTime
|
||||
{
|
||||
rect 0 16 640 16
|
||||
font id
|
||||
fontsize 12 16
|
||||
textalign R
|
||||
monospace
|
||||
}
|
||||
|
||||
|
||||
GameType
|
||||
{
|
||||
rect 0 16 640 24
|
||||
fontsize 20
|
||||
textalign C
|
||||
color 1 1 0.5 1
|
||||
}
|
||||
|
||||
|
||||
WarmupInfo
|
||||
{
|
||||
rect 0 40 640 24
|
||||
fontsize 16
|
||||
textalign C
|
||||
}
|
||||
|
||||
|
||||
FollowMessage
|
||||
{
|
||||
rect 0 466 640 12
|
||||
textalign C
|
||||
}
|
||||
|
||||
|
||||
SpecMessage
|
||||
{
|
||||
rect 0 80 640 16
|
||||
fontsize 12 16
|
||||
textalign C
|
||||
}
|
||||
|
||||
|
||||
FragMessage
|
||||
{
|
||||
rect 0 80 640 16
|
||||
fontsize 12 16
|
||||
textalign C
|
||||
time 1500
|
||||
fade 1 1 1 0.5
|
||||
}
|
||||
|
||||
|
||||
RankMessage
|
||||
{
|
||||
rect 0 96 640 12
|
||||
textalign C
|
||||
time 1500
|
||||
fade 1 1 1 0.5
|
||||
}
|
||||
|
||||
|
||||
#PlayerSpeed
|
||||
#{
|
||||
# rect 0 386 640 12
|
||||
# color 1 1 1 0.5
|
||||
# textalign R
|
||||
#}
|
||||
|
||||
|
||||
ItemPickup
|
||||
{
|
||||
rect 24 384 640 16
|
||||
fontsize 12 16
|
||||
time 1500
|
||||
#fade 1 1 1 0.5
|
||||
}
|
||||
|
||||
|
||||
ItemPickupIcon
|
||||
{
|
||||
rect 0 384 16 16
|
||||
time 1500
|
||||
# fading an image requires an alpha channel which the icons don't have >:(
|
||||
#fade 1 1 1 0.5
|
||||
}
|
||||
|
||||
|
||||
TargetName
|
||||
{
|
||||
rect 0 256 640 12
|
||||
textalign C
|
||||
time 500
|
||||
}
|
||||
|
||||
TargetStatus
|
||||
{
|
||||
rect 0 268 640 12
|
||||
textalign C
|
||||
time 500
|
||||
color 0.5 1 1 1
|
||||
}
|
||||
|
||||
|
||||
Chat1 { rect 0 372 640 12; time 3000; }
|
||||
Chat2 { rect 0 360 640 12; time 3000; }
|
||||
Chat3 { rect 0 348 640 12; time 3000; }
|
||||
Chat4 { rect 0 336 640 12; time 3000; }
|
||||
Chat5 { rect 0 324 640 12; time 3000; }
|
||||
Chat6 { rect 0 312 640 12; time 3000; }
|
||||
Chat7 { rect 0 300 640 12; time 3000; }
|
||||
Chat8 { rect 0 288 640 12; time 3000; }
|
||||
|
||||
|
||||
VoteMessageArena
|
||||
{
|
||||
rect 0 60 640 16
|
||||
fontsize 12 16
|
||||
textalign C
|
||||
}
|
||||
|
||||
|
||||
VoteMessageWorld
|
||||
{
|
||||
rect 0 76 640 16
|
||||
fontsize 12 16
|
||||
textalign C
|
||||
color 1 1 0 1
|
||||
}
|
||||
|
||||
|
||||
Score_Limit { rect 0 420 32 20; textalign R; fontsize 16 20; bgcolor 0.5 0.5 0.5 0.5; fill; }
|
||||
Score_OWN { rect 0 440 32 20; textalign R; fontsize 16 20; bgcolor 1 1 1 0.5; fill; }
|
||||
Score_NME { rect 0 460 32 20; textalign R; fontsize 16 20; bgcolor 0 1 0 0.5; fill; }
|
||||
|
||||
|
||||
# that's all the DM stuff
|
||||
|
||||
|
||||
!DEFAULT { bgcolor 0.5 0.5 0.5 0.5; textalign R; }
|
||||
Team1 { rect 0 372 640 12; monospace; }
|
||||
Team2 { rect 0 360 640 12; monospace; }
|
||||
Team3 { rect 0 348 640 12; monospace; }
|
||||
Team4 { rect 0 336 640 12; monospace; }
|
||||
Team5 { rect 0 324 640 12; monospace; }
|
||||
Team6 { rect 0 312 640 12; monospace; }
|
||||
Team7 { rect 0 300 640 12; monospace; }
|
||||
Team8 { rect 0 288 640 12; monospace; }
|
||||
!DEFAULT { bgcolor 0 0 0 0; textalign L; }
|
||||
|
||||
|
||||
# PowerUp1_Icon is also used for the O/D indicator in CTFS
|
||||
|
||||
PowerUp1_Icon { rect 608 264 32 32; }
|
||||
PowerUp1_Time { rect 544 264 64 32; textalign R; fontsize 24 32; }
|
||||
|
||||
PowerUp2_Icon { rect 608 232 32 32; }
|
||||
PowerUp2_Time { rect 544 232 64 32; textalign R; fontsize 24 32; }
|
||||
|
||||
PowerUp3_Icon { rect 608 200 32 32; }
|
||||
PowerUp3_Time { rect 544 200 64 32; textalign R; fontsize 24 32; }
|
||||
|
||||
PowerUp4_Icon { rect 608 168 32 32; }
|
||||
PowerUp4_Time { rect 544 168 64 32; textalign R; fontsize 24 32; }
|
||||
|
||||
|
||||
FlagStatus_OWN { rect 608 400 32 32; color 1 1 1 1; }
|
||||
FlagStatus_NME { rect 568 400 32 32; color 0 1 0 1; }
|
||||
|
||||
|
||||
TeamCount_OWN { rect 620 40 20 20; bgcolor 0.5 0.5 0.5 0.5; fill; fontsize 12 16; }
|
||||
TeamIcon_OWN { rect 600 40 20 20; bgcolor 0.5 0.5 0.5 0.5; fill; image "models/players/mynx/icon_pm.tga"; }
|
||||
TeamCount_NME { rect 620 64 20 20; bgcolor 0.5 0.5 0.5 0.5; fill; fontsize 12 16; }
|
||||
TeamIcon_NME { rect 600 64 20 20; bgcolor 0.5 0.5 0.5 0.5; fill; image "models/players/sarge/icon_pm.tga"; }
|
236
cpma/hud/hud5.cfg
Normal file
236
cpma/hud/hud5.cfg
Normal file
|
@ -0,0 +1,236 @@
|
|||
#this comment is purely for a versioning test
|
||||
|
||||
!DEFAULT
|
||||
{
|
||||
color 1 1 1 1
|
||||
fontsize 8 12
|
||||
font cpma
|
||||
textstyle 1
|
||||
}
|
||||
|
||||
Console
|
||||
{
|
||||
rect 0 0 640 48
|
||||
#monospace
|
||||
time 3000
|
||||
font threewave
|
||||
}
|
||||
|
||||
WeaponList
|
||||
{
|
||||
rect 0 80 48 16
|
||||
color 0.2 0.2 0.7 0.75
|
||||
font id
|
||||
fontsize 12 16
|
||||
}
|
||||
|
||||
|
||||
StatusBar_HealthIcon
|
||||
{
|
||||
rect 0 260 24 24
|
||||
image "models/players/doom/icon_pm.tga"
|
||||
}
|
||||
|
||||
StatusBar_HealthCount
|
||||
{
|
||||
rect 30 260 48 24
|
||||
font idblock
|
||||
fontsize 16 24
|
||||
textalign L
|
||||
}
|
||||
|
||||
|
||||
StatusBar_ArmorIcon
|
||||
{
|
||||
rect 0 290 24 24
|
||||
}
|
||||
|
||||
StatusBar_ArmorCount
|
||||
{
|
||||
rect 30 290 32 32
|
||||
font idblock
|
||||
fontsize 16 24
|
||||
}
|
||||
|
||||
|
||||
FPS
|
||||
{
|
||||
rect 0 0 640 12
|
||||
color 1 1 1 0.5
|
||||
textalign R
|
||||
}
|
||||
|
||||
|
||||
GameTime
|
||||
{
|
||||
rect 0 16 640 16
|
||||
font id
|
||||
fontsize 12 16
|
||||
textalign R
|
||||
monospace
|
||||
}
|
||||
|
||||
|
||||
GameType
|
||||
{
|
||||
rect 0 16 640 24
|
||||
fontsize 20
|
||||
textalign C
|
||||
color 1 1 0.5 1
|
||||
}
|
||||
|
||||
|
||||
WarmupInfo
|
||||
{
|
||||
rect 0 40 640 24
|
||||
fontsize 16
|
||||
textalign C
|
||||
}
|
||||
|
||||
|
||||
FollowMessage
|
||||
{
|
||||
rect 0 466 640 12
|
||||
textalign C
|
||||
}
|
||||
|
||||
|
||||
SpecMessage
|
||||
{
|
||||
rect 0 80 640 16
|
||||
fontsize 12 16
|
||||
textalign C
|
||||
}
|
||||
|
||||
|
||||
FragMessage
|
||||
{
|
||||
rect 0 80 640 16
|
||||
fontsize 12 16
|
||||
textalign C
|
||||
time 1500
|
||||
fade 1 1 1 0.5
|
||||
}
|
||||
|
||||
|
||||
RankMessage
|
||||
{
|
||||
rect 0 96 640 12
|
||||
textalign C
|
||||
time 1500
|
||||
fade 1 1 1 0.5
|
||||
}
|
||||
|
||||
|
||||
#PlayerSpeed
|
||||
#{
|
||||
# rect 0 386 640 12
|
||||
# color 1 1 1 0.5
|
||||
# textalign R
|
||||
#}
|
||||
|
||||
|
||||
ItemPickup
|
||||
{
|
||||
rect 24 384 640 16
|
||||
fontsize 12 16
|
||||
time 1500
|
||||
#fade 1 1 1 0.5
|
||||
}
|
||||
|
||||
|
||||
ItemPickupIcon
|
||||
{
|
||||
rect 0 384 16 16
|
||||
time 1500
|
||||
# fading an image requires an alpha channel which the icons don't have >:(
|
||||
#fade 1 1 1 0.5
|
||||
}
|
||||
|
||||
|
||||
TargetName
|
||||
{
|
||||
rect 0 256 640 12
|
||||
textalign C
|
||||
time 500
|
||||
}
|
||||
|
||||
TargetStatus
|
||||
{
|
||||
rect 0 268 640 12
|
||||
textalign C
|
||||
time 500
|
||||
color 0.5 1 1 1
|
||||
}
|
||||
|
||||
|
||||
Chat1 { rect 0 372 640 12; time 3000; }
|
||||
Chat2 { rect 0 360 640 12; time 3000; }
|
||||
Chat3 { rect 0 348 640 12; time 3000; }
|
||||
Chat4 { rect 0 336 640 12; time 3000; }
|
||||
Chat5 { rect 0 324 640 12; time 3000; }
|
||||
Chat6 { rect 0 312 640 12; time 3000; }
|
||||
Chat7 { rect 0 300 640 12; time 3000; }
|
||||
Chat8 { rect 0 288 640 12; time 3000; }
|
||||
|
||||
|
||||
VoteMessageArena
|
||||
{
|
||||
rect 0 60 640 16
|
||||
fontsize 12 16
|
||||
textalign C
|
||||
}
|
||||
|
||||
|
||||
VoteMessageWorld
|
||||
{
|
||||
rect 0 76 640 16
|
||||
fontsize 12 16
|
||||
textalign C
|
||||
color 1 1 0 1
|
||||
}
|
||||
|
||||
|
||||
Score_Limit { rect 0 420 32 20; textalign R; fontsize 16 20; bgcolor 0.5 0.5 0.5 0.5; fill; }
|
||||
Score_OWN { rect 0 440 32 20; textalign R; fontsize 16 20; bgcolor 1 1 1 0.5; fill; }
|
||||
Score_NME { rect 0 460 32 20; textalign R; fontsize 16 20; bgcolor 0 1 0 0.5; fill; }
|
||||
|
||||
|
||||
# that's all the DM stuff
|
||||
|
||||
|
||||
!DEFAULT { bgcolor 0.5 0.5 0.5 0.5; textalign R; }
|
||||
Team1 { rect 0 372 640 12; monospace; }
|
||||
Team2 { rect 0 360 640 12; monospace; }
|
||||
Team3 { rect 0 348 640 12; monospace; }
|
||||
Team4 { rect 0 336 640 12; monospace; }
|
||||
Team5 { rect 0 324 640 12; monospace; }
|
||||
Team6 { rect 0 312 640 12; monospace; }
|
||||
Team7 { rect 0 300 640 12; monospace; }
|
||||
Team8 { rect 0 288 640 12; monospace; }
|
||||
!DEFAULT { bgcolor 0 0 0 0; textalign L; }
|
||||
|
||||
|
||||
# PowerUp1_Icon is also used for the O/D indicator in CTFS
|
||||
|
||||
PowerUp1_Icon { rect 608 264 32 32; }
|
||||
PowerUp1_Time { rect 544 264 64 32; textalign R; fontsize 24 32; }
|
||||
|
||||
PowerUp2_Icon { rect 608 232 32 32; }
|
||||
PowerUp2_Time { rect 544 232 64 32; textalign R; fontsize 24 32; }
|
||||
|
||||
PowerUp3_Icon { rect 608 200 32 32; }
|
||||
PowerUp3_Time { rect 544 200 64 32; textalign R; fontsize 24 32; }
|
||||
|
||||
PowerUp4_Icon { rect 608 168 32 32; }
|
||||
PowerUp4_Time { rect 544 168 64 32; textalign R; fontsize 24 32; }
|
||||
|
||||
|
||||
FlagStatus_OWN { rect 608 400 32 32; color 1 1 1 1; }
|
||||
FlagStatus_NME { rect 568 400 32 32; color 0 1 0 1; }
|
||||
|
||||
|
||||
TeamCount_OWN { rect 620 40 20 20; bgcolor 0.5 0.5 0.5 0.5; fill; fontsize 12 16; }
|
||||
TeamIcon_OWN { rect 600 40 20 20; bgcolor 0.5 0.5 0.5 0.5; fill; image "models/players/mynx/icon_pm.tga"; }
|
||||
TeamCount_NME { rect 620 64 20 20; bgcolor 0.5 0.5 0.5 0.5; fill; fontsize 12 16; }
|
||||
TeamIcon_NME { rect 600 64 20 20; bgcolor 0.5 0.5 0.5 0.5; fill; image "models/players/sarge/icon_pm.tga"; }
|
262
cpma/hud/hud7.cfg
Normal file
262
cpma/hud/hud7.cfg
Normal file
|
@ -0,0 +1,262 @@
|
|||
|
||||
!DEFAULT
|
||||
{
|
||||
color 1 1 1 1
|
||||
fontsize 8 12
|
||||
#font id; textstyle 1
|
||||
font threewave
|
||||
}
|
||||
|
||||
Console
|
||||
{
|
||||
rect 0 0 640 48
|
||||
#monospace
|
||||
time 3000
|
||||
font threewave
|
||||
}
|
||||
|
||||
NetGraph
|
||||
{
|
||||
rect 592 432 48 48
|
||||
bgcolor 0.25 0.25 0.25 0.25
|
||||
fill
|
||||
}
|
||||
|
||||
NetGraphPing
|
||||
{
|
||||
rect 592 432 48 12
|
||||
textalign R
|
||||
}
|
||||
|
||||
|
||||
# the WeaponList has to get a little funky to be able to handle all the legacyhud tricks:
|
||||
# W and H are the size of EACH weapon, not the total
|
||||
# and for the horizontal weaponlist (textalign C) X is the point to center around
|
||||
# setting "fill" on the weaponlist draws any weapon that you have OR have ammo for: very handy in TDM
|
||||
|
||||
WeaponList
|
||||
{
|
||||
rect 0 80 48 16
|
||||
color 0.25 0.25 1 0.75
|
||||
bgcolor 0.25 0.25 0.25 0.75
|
||||
fontsize 12 16
|
||||
}
|
||||
|
||||
|
||||
StatusBar_HealthIcon
|
||||
{
|
||||
rect 64 440 16 16
|
||||
image "models/players/mynx/icon_pm.tga"
|
||||
}
|
||||
|
||||
StatusBar_HealthBar
|
||||
{
|
||||
rect 64 440 100 36
|
||||
color 0 0 0 0
|
||||
textalign R
|
||||
doublebar
|
||||
}
|
||||
|
||||
PreDecorate { rect 64 457 100 2; bgcolor 1 1 1 1; fill; }
|
||||
|
||||
StatusBar_HealthCount
|
||||
{
|
||||
rect 168 448 48 24
|
||||
font idblock
|
||||
fontsize 16 24
|
||||
}
|
||||
|
||||
PreDecorate { rect 220 440 2 36; bgcolor 1 1 1 1; fill; }
|
||||
|
||||
StatusBar_ArmorIcon
|
||||
{
|
||||
rect 228 440 16 16
|
||||
}
|
||||
|
||||
StatusBar_ArmorBar
|
||||
{
|
||||
rect 228 440 100 36
|
||||
color 0 0 0 0
|
||||
textalign R
|
||||
doublebar
|
||||
}
|
||||
|
||||
PreDecorate { rect 228 457 100 2; bgcolor 1 1 1 1; fill; }
|
||||
|
||||
StatusBar_ArmorCount
|
||||
{
|
||||
rect 332 448 48 24
|
||||
font idblock
|
||||
fontsize 16 24
|
||||
}
|
||||
|
||||
PreDecorate { rect 384 440 2 36; bgcolor 1 1 1 1; fill; }
|
||||
|
||||
StatusBar_AmmoIcon
|
||||
{
|
||||
rect 392 440 16 16
|
||||
}
|
||||
|
||||
StatusBar_AmmoBar
|
||||
{
|
||||
rect 392 440 100 36
|
||||
color 0 0 0 0
|
||||
textalign R
|
||||
doublebar
|
||||
}
|
||||
|
||||
PreDecorate { rect 392 457 100 2; bgcolor 1 1 1 1; fill; }
|
||||
|
||||
StatusBar_AmmoCount
|
||||
{
|
||||
rect 496 448 48 24
|
||||
font idblock
|
||||
fontsize 16 24
|
||||
}
|
||||
|
||||
|
||||
FPS
|
||||
{
|
||||
rect 0 0 640 12
|
||||
color 1 1 1 0.5
|
||||
textalign R
|
||||
}
|
||||
|
||||
|
||||
GameTime
|
||||
{
|
||||
rect 0 24 640 16
|
||||
fontsize 12 16
|
||||
textalign R
|
||||
monospace
|
||||
}
|
||||
|
||||
|
||||
GameType
|
||||
{
|
||||
rect 0 32 640 24
|
||||
fontsize 16 24
|
||||
textalign C
|
||||
color 1 1 0.5 1
|
||||
}
|
||||
|
||||
|
||||
WarmupInfo
|
||||
{
|
||||
rect 0 64 640 16
|
||||
fontsize 12 16
|
||||
textalign C
|
||||
}
|
||||
|
||||
|
||||
SpecMessage
|
||||
{
|
||||
rect 0 80 640 16
|
||||
fontsize 12 16
|
||||
textalign C
|
||||
}
|
||||
|
||||
|
||||
FollowMessage
|
||||
{
|
||||
rect 0 16 640 12
|
||||
textalign C
|
||||
}
|
||||
|
||||
|
||||
PlayerSpeed
|
||||
{
|
||||
rect 0 12 640 12
|
||||
color 1 1 1 0.5
|
||||
textalign R
|
||||
}
|
||||
|
||||
|
||||
TargetName
|
||||
{
|
||||
rect 0 256 640 12
|
||||
textalign C
|
||||
time 500
|
||||
}
|
||||
|
||||
TargetStatus
|
||||
{
|
||||
rect 0 268 640 12
|
||||
textalign C
|
||||
time 500
|
||||
color 0.5 1 1 1
|
||||
}
|
||||
|
||||
|
||||
VoteMessageArena
|
||||
{
|
||||
rect 0 60 640 16
|
||||
fontsize 12 16
|
||||
textalign C
|
||||
}
|
||||
|
||||
|
||||
VoteMessageWorld
|
||||
{
|
||||
rect 0 76 640 16
|
||||
fontsize 12 16
|
||||
textalign C
|
||||
color 1 1 0 1
|
||||
}
|
||||
|
||||
|
||||
!DEFAULT { textalign R; fontsize 16 20; }
|
||||
Score_Limit { rect 0 420 32 20; bgcolor 0.5 0.5 0.5 0.5; fill; }
|
||||
Score_OWN { rect 0 440 32 20; bgcolor 1 1 1 0.5; fill; }
|
||||
Score_NME { rect 0 460 32 20; bgcolor 0 1 0 0.5; fill; }
|
||||
|
||||
|
||||
!DEFAULT { textalign L; fontsize 8 12; }
|
||||
Chat1 { rect 0 396 640 12; time 3000; }
|
||||
Chat2 { rect 0 384 640 12; time 3000; }
|
||||
Chat3 { rect 0 372 640 12; time 3000; }
|
||||
Chat4 { rect 0 360 640 12; time 3000; }
|
||||
Chat5 { rect 0 348 640 12; time 3000; }
|
||||
Chat6 { rect 0 336 640 12; time 3000; }
|
||||
Chat7 { rect 0 324 640 12; time 3000; }
|
||||
Chat8 { rect 0 312 640 12; time 3000; }
|
||||
|
||||
|
||||
# that's all the DM stuff
|
||||
|
||||
|
||||
!DEFAULT { bgcolor 0.5 0.5 0.5 0.5; textalign R; fontsize 8 12; }
|
||||
Team1 { rect 0 396 640 12; monospace; }
|
||||
Team2 { rect 0 384 640 12; monospace; }
|
||||
Team3 { rect 0 372 640 12; monospace; }
|
||||
Team4 { rect 0 360 640 12; monospace; }
|
||||
Team5 { rect 0 348 640 12; monospace; }
|
||||
Team6 { rect 0 336 640 12; monospace; }
|
||||
Team7 { rect 0 324 640 12; monospace; }
|
||||
Team8 { rect 0 312 640 12; monospace; }
|
||||
|
||||
!DEFAULT { bgcolor 0 0 0 0; textalign R; font idblock; fontsize 24 32; }
|
||||
|
||||
PowerUp1_Icon { rect 608 264 32 32; } # also used for the O/D indicator in CTFS
|
||||
PowerUp1_Time { rect 544 264 64 32; }
|
||||
|
||||
PowerUp2_Icon { rect 608 232 32 32; }
|
||||
PowerUp2_Time { rect 544 232 64 32; }
|
||||
|
||||
PowerUp3_Icon { rect 608 200 32 32; }
|
||||
PowerUp3_Time { rect 544 200 64 32; }
|
||||
|
||||
PowerUp4_Icon { rect 608 168 32 32; }
|
||||
PowerUp4_Time { rect 544 168 64 32; }
|
||||
|
||||
|
||||
FlagStatus_OWN { rect 40 440 20 20; color 1 1 1 1; }
|
||||
FlagStatus_NME { rect 40 460 20 20; color 0 1 0 1; }
|
||||
|
||||
|
||||
!DEFAULT { bgcolor 0.5 0.5 0.5 0.5; textalign L; font threewave; fontsize 12 16; }
|
||||
|
||||
TeamCount_OWN { rect 620 48 20 20; fill; }
|
||||
TeamIcon_OWN { rect 600 48 20 20; fill; image "models/players/mynx/icon_pm.tga"; }
|
||||
TeamCount_NME { rect 620 72 20 20; fill; }
|
||||
TeamIcon_NME { rect 600 72 20 20; fill; image "models/players/sarge/icon_pm.tga"; }
|
242
cpma/hud/installer.cfg
Normal file
242
cpma/hud/installer.cfg
Normal file
|
@ -0,0 +1,242 @@
|
|||
|
||||
!DEFAULT
|
||||
{
|
||||
color 1 1 1 1
|
||||
fontsize 8 12
|
||||
#font id; textstyle 1
|
||||
font threewave
|
||||
}
|
||||
|
||||
|
||||
Console
|
||||
{
|
||||
rect 0 0 640 48
|
||||
#monospace
|
||||
time 3000
|
||||
}
|
||||
|
||||
|
||||
NetGraph
|
||||
{
|
||||
rect 592 432 48 48
|
||||
bgcolor 0.25 0.25 0.25 0.25
|
||||
fill
|
||||
}
|
||||
|
||||
NetGraphPing
|
||||
{
|
||||
rect 592 432 48 12
|
||||
textalign R
|
||||
}
|
||||
|
||||
|
||||
# the WeaponList has to get a little funky to be able to handle all the legacyhud tricks:
|
||||
# W and H are the size of EACH weapon, not the total
|
||||
# and for the horizontal weaponlist (textalign C) X is the point to center around
|
||||
# setting "fill" on the weaponlist draws any weapon that you have OR have ammo for: very handy in TDM
|
||||
|
||||
WeaponList
|
||||
{
|
||||
rect 0 80 48 16
|
||||
color 0.25 0.25 1 0.75
|
||||
bgcolor 0.25 0.25 0.25 0.75
|
||||
fontsize 12 16
|
||||
}
|
||||
|
||||
|
||||
StatusBar_HealthIcon
|
||||
{
|
||||
rect 260 420 24 24
|
||||
model "models/players/doom/head.md3"
|
||||
image "models/players/doom/head_pm.skin"
|
||||
angles 0 180 0 0
|
||||
offset 0 0 0
|
||||
color 0.25 0.75 1 1
|
||||
}
|
||||
|
||||
StatusBar_HealthCount
|
||||
{
|
||||
rect 240 448 48 24
|
||||
font idblock
|
||||
fontsize 16 24
|
||||
textalign R
|
||||
textstyle 1
|
||||
}
|
||||
|
||||
|
||||
StatusBar_AmmoIcon
|
||||
{
|
||||
rect 312 428 16 16
|
||||
}
|
||||
|
||||
StatusBar_AmmoCount
|
||||
{
|
||||
rect 302 448 36 16
|
||||
font idblock
|
||||
fontsize 12 16
|
||||
textalign C
|
||||
textstyle 1
|
||||
}
|
||||
|
||||
|
||||
StatusBar_ArmorIcon
|
||||
{
|
||||
rect 352 420 24 24
|
||||
#angles 0 180 0 0
|
||||
#Draw3D
|
||||
}
|
||||
|
||||
StatusBar_ArmorCount
|
||||
{
|
||||
rect 352 448 48 32
|
||||
font idblock
|
||||
fontsize 16 24
|
||||
textstyle 1
|
||||
}
|
||||
|
||||
|
||||
FPS
|
||||
{
|
||||
rect 0 0 640 12
|
||||
color 1 1 1 0.5
|
||||
textalign R
|
||||
}
|
||||
|
||||
|
||||
GameTime
|
||||
{
|
||||
rect 0 24 640 16
|
||||
fontsize 12 16
|
||||
textalign R
|
||||
monospace
|
||||
}
|
||||
|
||||
|
||||
GameType
|
||||
{
|
||||
rect 0 32 640 24
|
||||
fontsize 16 24
|
||||
textalign C
|
||||
color 1 1 0.5 1
|
||||
}
|
||||
|
||||
|
||||
WarmupInfo
|
||||
{
|
||||
rect 0 64 640 16
|
||||
fontsize 12 16
|
||||
textalign C
|
||||
}
|
||||
|
||||
|
||||
SpecMessage
|
||||
{
|
||||
rect 0 80 640 16
|
||||
fontsize 12 16
|
||||
textalign C
|
||||
}
|
||||
|
||||
|
||||
FollowMessage
|
||||
{
|
||||
rect 0 16 640 12
|
||||
textalign C
|
||||
}
|
||||
|
||||
|
||||
PlayerSpeed
|
||||
{
|
||||
rect 0 12 640 12
|
||||
color 1 1 1 0.5
|
||||
textalign R
|
||||
}
|
||||
|
||||
|
||||
TargetName
|
||||
{
|
||||
rect 0 256 640 12
|
||||
textalign C
|
||||
time 500
|
||||
}
|
||||
|
||||
TargetStatus
|
||||
{
|
||||
rect 0 268 640 12
|
||||
textalign C
|
||||
time 500
|
||||
color 0.5 1 1 1
|
||||
}
|
||||
|
||||
|
||||
VoteMessageArena
|
||||
{
|
||||
rect 0 60 640 16
|
||||
fontsize 12 16
|
||||
textalign C
|
||||
}
|
||||
|
||||
|
||||
VoteMessageWorld
|
||||
{
|
||||
rect 0 76 640 16
|
||||
fontsize 12 16
|
||||
textalign C
|
||||
color 1 1 0 1
|
||||
}
|
||||
|
||||
|
||||
!DEFAULT { textalign R; fontsize 16 20; }
|
||||
Score_Limit { rect 0 420 32 20; bgcolor 0.5 0.5 0.5 0.5; fill; }
|
||||
Score_OWN { rect 0 440 32 20; bgcolor 1 1 1 0.5; fill; }
|
||||
Score_NME { rect 0 460 32 20; bgcolor 0 1 0 0.5; fill; }
|
||||
|
||||
|
||||
#!DEFAULT { textalign L; fontsize 8 12; }
|
||||
#Chat1 { rect 0 396 640 12; time 3000; }
|
||||
#Chat2 { rect 0 384 640 12; time 3000; }
|
||||
#Chat3 { rect 0 372 640 12; time 3000; }
|
||||
#Chat4 { rect 0 360 640 12; time 3000; }
|
||||
#Chat5 { rect 0 348 640 12; time 3000; }
|
||||
#Chat6 { rect 0 336 640 12; time 3000; }
|
||||
#Chat7 { rect 0 324 640 12; time 3000; }
|
||||
#Chat8 { rect 0 312 640 12; time 3000; }
|
||||
|
||||
|
||||
# that's all the DM stuff
|
||||
|
||||
|
||||
!DEFAULT { bgcolor 0.5 0.5 0.5 0.5; textalign R; fontsize 8 12; }
|
||||
Team1 { rect 0 396 640 12; monospace; }
|
||||
Team2 { rect 0 384 640 12; monospace; }
|
||||
Team3 { rect 0 372 640 12; monospace; }
|
||||
Team4 { rect 0 360 640 12; monospace; }
|
||||
Team5 { rect 0 348 640 12; monospace; }
|
||||
Team6 { rect 0 336 640 12; monospace; }
|
||||
Team7 { rect 0 324 640 12; monospace; }
|
||||
Team8 { rect 0 312 640 12; monospace; }
|
||||
|
||||
!DEFAULT { bgcolor 0 0 0 0; textalign R; font idblock; fontsize 24 32; }
|
||||
|
||||
PowerUp1_Icon { rect 608 264 32 32; } # also used for the O/D indicator in CTFS
|
||||
PowerUp1_Time { rect 544 264 64 32; }
|
||||
|
||||
PowerUp2_Icon { rect 608 232 32 32; }
|
||||
PowerUp2_Time { rect 544 232 64 32; }
|
||||
|
||||
PowerUp3_Icon { rect 608 200 32 32; }
|
||||
PowerUp3_Time { rect 544 200 64 32; }
|
||||
|
||||
PowerUp4_Icon { rect 608 168 32 32; }
|
||||
PowerUp4_Time { rect 544 168 64 32; }
|
||||
|
||||
|
||||
FlagStatus_OWN { rect 40 440 20 20; color 1 1 1 1; }
|
||||
FlagStatus_NME { rect 40 460 20 20; color 0 1 0 1; }
|
||||
|
||||
|
||||
!DEFAULT { bgcolor 0.5 0.5 0.5 0.5; textalign L; font threewave; fontsize 12 16; }
|
||||
|
||||
TeamCount_OWN { rect 620 48 20 20; fill; }
|
||||
TeamIcon_OWN { rect 600 48 20 20; fill; image "models/players/mynx/icon_pm.tga"; }
|
||||
TeamCount_NME { rect 620 72 20 20; fill; }
|
||||
TeamIcon_NME { rect 600 72 20 20; fill; image "models/players/sarge/icon_pm.tga"; }
|
247
cpma/hud/old.cfg
Normal file
247
cpma/hud/old.cfg
Normal file
|
@ -0,0 +1,247 @@
|
|||
!DEFAULT
|
||||
{
|
||||
fontsize 6 10
|
||||
font id
|
||||
textstyle 1
|
||||
monospace
|
||||
}
|
||||
|
||||
|
||||
NetGraph
|
||||
{
|
||||
rect 592 432 48 48
|
||||
bgcolor 0.25 0.25 0.25 0.25
|
||||
fill
|
||||
}
|
||||
|
||||
NetGraphPing
|
||||
{
|
||||
rect 592 432 48 12
|
||||
textalign C
|
||||
}
|
||||
|
||||
|
||||
WeaponList
|
||||
{
|
||||
rect 0 80 60 16
|
||||
color 0.25 0.25 1 0.75
|
||||
fontsize 12 16
|
||||
}
|
||||
|
||||
|
||||
StatusBar_HealthIcon
|
||||
{
|
||||
rect 280 440 40 40
|
||||
image "models/players/mynx/icon_pm.tga"
|
||||
}
|
||||
|
||||
StatusBar_HealthCount
|
||||
{
|
||||
rect 320 440 40 40
|
||||
font idblock
|
||||
fontsize 32 40
|
||||
textstyle 0
|
||||
}
|
||||
|
||||
|
||||
StatusBar_ArmorIcon
|
||||
{
|
||||
rect 440 440 40 40
|
||||
}
|
||||
|
||||
StatusBar_ArmorCount
|
||||
{
|
||||
rect 480 440 40 40
|
||||
font idblock
|
||||
fontsize 32 40
|
||||
textstyle 0
|
||||
}
|
||||
|
||||
|
||||
StatusBar_AmmoIcon
|
||||
{
|
||||
rect 80 440 40 40
|
||||
}
|
||||
|
||||
StatusBar_AmmoCount
|
||||
{
|
||||
rect 120 440 40 40
|
||||
font idblock
|
||||
fontsize 32 40
|
||||
textstyle 0
|
||||
}
|
||||
|
||||
|
||||
FPS
|
||||
{
|
||||
rect 0, 20, 640, 12
|
||||
color 1, 1, 1, 1
|
||||
fontsize 12 16
|
||||
textalign R
|
||||
color 0, 0, 0, 0 # disabled
|
||||
}
|
||||
|
||||
|
||||
GameTime
|
||||
{
|
||||
rect 0, 0, 640, 16
|
||||
fontsize 12 16
|
||||
textalign R
|
||||
monospace
|
||||
}
|
||||
|
||||
|
||||
GameType
|
||||
{
|
||||
rect 0, 16, 640, 24
|
||||
fontsize 20
|
||||
textalign C
|
||||
color 1, 1, 0, 1
|
||||
}
|
||||
|
||||
|
||||
WarmupInfo
|
||||
{
|
||||
rect 0, 40, 640, 24
|
||||
fontsize 14
|
||||
textalign C
|
||||
color 1, 0, 0, 1
|
||||
}
|
||||
|
||||
|
||||
FollowMessage
|
||||
{
|
||||
rect 0, 64, 640, 12
|
||||
textalign C
|
||||
}
|
||||
|
||||
|
||||
SpecMessage
|
||||
{
|
||||
rect 0, 80, 640, 16
|
||||
fontsize 16
|
||||
textalign C
|
||||
}
|
||||
|
||||
|
||||
FragMessage
|
||||
{
|
||||
rect 0, 80, 640, 16
|
||||
fontsize 16
|
||||
textalign C
|
||||
time 1500
|
||||
fade 1, 1, 1, 0.5
|
||||
}
|
||||
|
||||
|
||||
RankMessage
|
||||
{
|
||||
rect 0, 96, 640, 12
|
||||
textalign C
|
||||
time 1500
|
||||
fade 1, 1, 1, 0.5
|
||||
}
|
||||
|
||||
|
||||
PlayerSpeed
|
||||
{
|
||||
color 0, 0, 0, 0 # disabled
|
||||
}
|
||||
|
||||
|
||||
ItemPickup
|
||||
{
|
||||
color 0, 0, 0, 0 # disabled
|
||||
}
|
||||
|
||||
|
||||
ItemPickupIcon
|
||||
{
|
||||
color 0, 0, 0, 0 # disabled
|
||||
}
|
||||
|
||||
|
||||
TargetName
|
||||
{
|
||||
color 0, 0, 0, 0 # disabled
|
||||
}
|
||||
|
||||
TargetStatus
|
||||
{
|
||||
color 0, 0, 0, 0 # disabled
|
||||
}
|
||||
|
||||
|
||||
Chat1 { rect 0, 372, 640, 12; time 3000; }
|
||||
Chat2 { rect 0, 360, 640, 12; time 3000; }
|
||||
Chat3 { rect 0, 348, 640, 12; time 3000; }
|
||||
Chat4 { rect 0, 336, 640, 12; time 3000; }
|
||||
# disabled Chat5 { }
|
||||
# disabled Chat6 { }
|
||||
# disabled Chat7 { }
|
||||
# disabled Chat8 { }
|
||||
|
||||
|
||||
VoteMessageArena
|
||||
{
|
||||
rect 0, 60, 640, 16
|
||||
fontsize 6
|
||||
textalign C
|
||||
}
|
||||
|
||||
|
||||
VoteMessageWorld
|
||||
{
|
||||
rect 0, 76, 640, 16
|
||||
fontsize 6
|
||||
textalign C
|
||||
color 1, 1, 0, 1
|
||||
}
|
||||
|
||||
|
||||
Score_Limit { rect 0, 420, 32, 20; textalign R; fontsize 16 20; bgcolor 0.5 0.5 0.5 0.5; fill; }
|
||||
Score_OWN { rect 0, 440, 32, 20; textalign R; fontsize 16 20; bgcolor 1 1 1 0.5; fill; color T; }
|
||||
Score_NME { rect 0, 460, 32, 20; textalign R; fontsize 16 20; bgcolor 0 1 0 0.5; fill; color E; }
|
||||
|
||||
|
||||
# that's all the DM stuff
|
||||
|
||||
|
||||
!DEFAULT { bgcolor 0.5 0.5 0.5 0.25; textalign R; fontsize 8 12; }
|
||||
|
||||
Team1 { rect 0, 372, 640, 12; color T; }
|
||||
Team2 { rect 0, 360, 640, 12; color T; }
|
||||
Team3 { rect 0, 348, 640, 12; color T; }
|
||||
Team4 { rect 0, 336, 640, 12; color T; }
|
||||
Team5 { rect 0, 324, 640, 12; color T; }
|
||||
Team6 { rect 0, 312, 640, 12; color T; }
|
||||
Team7 { rect 0, 300, 640, 12; color T; }
|
||||
Team8 { rect 0, 288, 640, 12; color T; }
|
||||
|
||||
|
||||
!DEFAULT { bgcolor 0 0 0 0; textalign R; font idblock; fontsize 24 32; }
|
||||
|
||||
PowerUp1_Icon { rect 608, 264, 32, 32; } # also used for the O/D indicator in CTFS
|
||||
PowerUp1_Time { rect 544, 264, 64, 32; }
|
||||
|
||||
PowerUp2_Icon { rect 608, 232, 32, 32; }
|
||||
PowerUp2_Time { rect 544, 232, 64, 32; }
|
||||
|
||||
PowerUp3_Icon { rect 608, 200, 32, 32; }
|
||||
PowerUp3_Time { rect 544, 200, 64, 32; }
|
||||
|
||||
PowerUp4_Icon { rect 608, 168, 32, 32; }
|
||||
PowerUp4_Time { rect 544, 168, 64, 32; }
|
||||
|
||||
|
||||
# note: team coloring for images needs BGCOLOR alpha to be non-zero
|
||||
FlagStatus_OWN { rect 608 400 32 32; bgcolor 1 1 1 1; color T; }
|
||||
FlagStatus_NME { rect 568 400 32 32; bgcolor 1 1 1 1; color E; }
|
||||
|
||||
|
||||
!DEFAULT { bgcolor 0.5 0.5 0.5 0.5; textalign L; font id; fontsize 12 16; }
|
||||
|
||||
TeamCount_OWN { rect 620, 40, 20, 20; color T; fill; }
|
||||
TeamIcon_OWN { rect 600, 40, 20, 20; image "models/players/mynx/icon_pm.tga"; }
|
||||
TeamCount_NME { rect 620, 64, 20, 20; color E; fill; }
|
||||
TeamIcon_NME { rect 600, 64, 20, 20; image "models/players/sarge/icon_pm.tga"; }
|
100
cpma/locs/base_for_locs.cfg
Normal file
100
cpma/locs/base_for_locs.cfg
Normal file
|
@ -0,0 +1,100 @@
|
|||
v2
|
||||
"1"
|
||||
"2"
|
||||
"3"
|
||||
"4"
|
||||
"5"
|
||||
"6"
|
||||
"7"
|
||||
"8"
|
||||
"9"
|
||||
"10"
|
||||
"11"
|
||||
"12"
|
||||
"13"
|
||||
"14"
|
||||
"15"
|
||||
"16"
|
||||
"17"
|
||||
"18"
|
||||
"19"
|
||||
"20"
|
||||
"21"
|
||||
"22"
|
||||
"23"
|
||||
"24"
|
||||
"25"
|
||||
"26"
|
||||
"27"
|
||||
"28"
|
||||
"29"
|
||||
"30"
|
||||
"31"
|
||||
"32"
|
||||
"33"
|
||||
"34"
|
||||
"35"
|
||||
"36"
|
||||
"37"
|
||||
"38"
|
||||
"39"
|
||||
"40"
|
||||
"41"
|
||||
"42"
|
||||
"43"
|
||||
"44"
|
||||
"45"
|
||||
"46"
|
||||
"47"
|
||||
"48"
|
||||
"49"
|
||||
"50"
|
||||
"51"
|
||||
"52"
|
||||
"53"
|
||||
"54"
|
||||
"55"
|
||||
"56"
|
||||
"57"
|
||||
"58"
|
||||
"59"
|
||||
"60"
|
||||
"61"
|
||||
"62"
|
||||
"63"
|
||||
"64"
|
||||
"65"
|
||||
"66"
|
||||
"67"
|
||||
"68"
|
||||
"69"
|
||||
"70"
|
||||
"71"
|
||||
"72"
|
||||
"73"
|
||||
"74"
|
||||
"75"
|
||||
"76"
|
||||
"77"
|
||||
"78"
|
||||
"79"
|
||||
"80"
|
||||
"81"
|
||||
"82"
|
||||
"83"
|
||||
"84"
|
||||
"85"
|
||||
"86"
|
||||
"87"
|
||||
"88"
|
||||
"89"
|
||||
"90"
|
||||
"91"
|
||||
"92"
|
||||
"93"
|
||||
"94"
|
||||
"95"
|
||||
"96"
|
||||
"97"
|
||||
"98"
|
||||
"99"
|
16
cpma/locs/cpm16.cfg
Normal file
16
cpma/locs/cpm16.cfg
Normal file
|
@ -0,0 +1,16 @@
|
|||
v2
|
||||
"^5QUAD ^7Front"
|
||||
"^1LOW RL"
|
||||
"LG"
|
||||
"^5QUAD"
|
||||
"^3YA"
|
||||
"^4Mega"
|
||||
"^1HIGH RL"
|
||||
"^tPG"
|
||||
"^1RA"
|
||||
"^1RA"
|
||||
"^1RA"
|
||||
"^1LOW RL ^gShards"
|
||||
"^3YA"
|
||||
"LG"
|
||||
"LG"
|
27
cpma/locs/cpm18r.cfg
Normal file
27
cpma/locs/cpm18r.cfg
Normal file
|
@ -0,0 +1,27 @@
|
|||
v2
|
||||
"^5QUAD ^7Lower"
|
||||
"^2RG"
|
||||
"^cSG ^1RA"
|
||||
"^tPG"
|
||||
"^3YA ^7Upper"
|
||||
"LG Lower"
|
||||
"^3YA ^7Mid"
|
||||
"HIGH MID"
|
||||
"^1RA"
|
||||
"^5QUAD"
|
||||
"^2MID"
|
||||
"HIGH MID ^cSG"
|
||||
"HIGH MID"
|
||||
"HIGH MID"
|
||||
"^3YA ^7Upper"
|
||||
"^2MID"
|
||||
"^2MID"
|
||||
"^1RA ^7LG"
|
||||
"^1RA"
|
||||
"^tPG"
|
||||
"^tPG"
|
||||
"^2MID"
|
||||
"^2RG"
|
||||
"^5QUAD ^7Upper"
|
||||
"^cSG^7-Teleport"
|
||||
"^cSG^7-Teleport"
|
32
cpma/locs/cpm21.cfg
Normal file
32
cpma/locs/cpm21.cfg
Normal file
|
@ -0,0 +1,32 @@
|
|||
v2
|
||||
"^dSUIT"
|
||||
"Low ^1RL^7/^3YA"
|
||||
"^1RA"
|
||||
"LG"
|
||||
"^4Mega ^7Room"
|
||||
"^4Mega"
|
||||
"^2RG"
|
||||
"^1RL ^7Upper"
|
||||
"^5QUAD"
|
||||
"^5QUAD"
|
||||
"^3YA ^7Upper"
|
||||
"^5QUAD ^7Above"
|
||||
"HI PASS JP"
|
||||
"HI PASS"
|
||||
"LG"
|
||||
"HI PASS"
|
||||
"^2GL"
|
||||
"^dSUIT ^7Front"
|
||||
"^cSG^7/^2GA"
|
||||
"^5QUAD ^7Above"
|
||||
"^5QUAD ^7Above"
|
||||
"^1RL ^7Upper"
|
||||
"^1RL ^7Upper"
|
||||
"^5QUAD ^7Above"
|
||||
"^1RA"
|
||||
"^cLAVA TRAP"
|
||||
"^5QUAD"
|
||||
"^5QUAD"
|
||||
"CRUSHER"
|
||||
"Low ^1RL^7/^3YA"
|
||||
"HI PASS"
|
10
cpma/locs/cpm25.cfg
Normal file
10
cpma/locs/cpm25.cfg
Normal file
|
@ -0,0 +1,10 @@
|
|||
v2
|
||||
"^2RG"
|
||||
"^1RA"
|
||||
"^3YA"
|
||||
"^5QUAD"
|
||||
"LG"
|
||||
"^4MEGA^7/^1RL"
|
||||
"^2GA"
|
||||
"^1RA"
|
||||
"^1LOW RL"
|
16
cpma/locs/cpm26.cfg
Normal file
16
cpma/locs/cpm26.cfg
Normal file
|
@ -0,0 +1,16 @@
|
|||
v2
|
||||
"^5QUAD ^7High"
|
||||
"LG ^3YA"
|
||||
"Bridge"
|
||||
"^2RG"
|
||||
"^1RA^7 High"
|
||||
"^1RA^7 Low"
|
||||
"^tPG"
|
||||
"^5QUAD"
|
||||
"LG ^3YA"
|
||||
"^2GL"
|
||||
"Low ^3YA^7/^1RL"
|
||||
"Outside"
|
||||
"Outside"
|
||||
"^4Mega"
|
||||
"^dSUIT"
|
38
cpma/locs/cpm27.cfg
Normal file
38
cpma/locs/cpm27.cfg
Normal file
|
@ -0,0 +1,38 @@
|
|||
v2
|
||||
"^5QUAD ^7Below"
|
||||
"^3YA^7/^1RL"
|
||||
"Lift Top"
|
||||
"Lift Top"
|
||||
"Atrium ^3YA"
|
||||
"Atrium ^1RL"
|
||||
"^1RA"
|
||||
"^1RA^7/^tPG"
|
||||
"^2RG^7/^4MH"
|
||||
"^5QUAD ^7Below"
|
||||
"^cSG ^7Upper"
|
||||
"^3YA^7/^1RL"
|
||||
"Invisibility"
|
||||
"^1RA ^7Above"
|
||||
"Atrium ^4Mega"
|
||||
"Atrium LG"
|
||||
"^1RA ^7Above"
|
||||
"^cSG ^7Upper"
|
||||
"^cSG ^7Upper"
|
||||
"^cSG ^7Upper"
|
||||
"^2RG^7/^4MH"
|
||||
"Atrium ^cSG"
|
||||
"^2RG^7/^4MH"
|
||||
"^5QUAD ^7Below"
|
||||
"^5QUAD"
|
||||
"^3YA^7/^1RL"
|
||||
"^cSG ^7Upper"
|
||||
"^3YA^7/^1RL"
|
||||
"Atrium ^2GL"
|
||||
"Lift Top"
|
||||
"^3YA^7/^1RL"
|
||||
"Atrium ^1RL"
|
||||
"Atrium ^1RL"
|
||||
"Atrium LG"
|
||||
"Atrium LG"
|
||||
"Atrium High"
|
||||
"Atrium ^4Mega"
|
22
cpma/locs/cpm29.cfg
Normal file
22
cpma/locs/cpm29.cfg
Normal file
|
@ -0,0 +1,22 @@
|
|||
v2
|
||||
"^5QUAD"
|
||||
"^tPG^7/^3YA"
|
||||
"^1RA^7/^1RL"
|
||||
"^3YA^7/^1RL"
|
||||
"^1RA^7/^1RL"
|
||||
"^1RA^7/^1RL"
|
||||
"^tPG^7/^3YA"
|
||||
"^1RA^7/^1RL"
|
||||
"^3YA^7/^1RL"
|
||||
"^tPG^7/^3YA"
|
||||
"^3YA^7/^1RL"
|
||||
"^3YA^7/^1RL"
|
||||
"^1RA^7/^1RL"
|
||||
"^tPG^7/^3YA"
|
||||
"^1RA^7/^1RL"
|
||||
"^tPG^7/^3YA"
|
||||
"^tPG^7/^3YA"
|
||||
"^tPG^7/^3YA"
|
||||
"^5QUAD"
|
||||
"^5QUAD"
|
||||
"^3YA^7/^1RL"
|
21
cpma/locs/cpm4.cfg
Normal file
21
cpma/locs/cpm4.cfg
Normal file
|
@ -0,0 +1,21 @@
|
|||
v2
|
||||
"^1RA"
|
||||
"^cSG^"
|
||||
"^1RA ^7LG"
|
||||
"^5QUAD"
|
||||
"^5QUAD ^1RL"
|
||||
"^3YA"
|
||||
"^1RL^7-Teleporter"
|
||||
"^3YA^tPG^7-Jump"
|
||||
"^3YA^tPG"
|
||||
"^tLoser's Hall"
|
||||
"^cSG^5Quad-Tele"
|
||||
"^1RL"
|
||||
"^1RL/RA-High"
|
||||
"^2GL"
|
||||
"Tunnel"
|
||||
"Tunnel"
|
||||
"Tunnel"
|
||||
"^cSG"
|
||||
"^QUAD ^7Across"
|
||||
"LG"
|
21
cpma/locs/cpm4a.cfg
Normal file
21
cpma/locs/cpm4a.cfg
Normal file
|
@ -0,0 +1,21 @@
|
|||
v2
|
||||
"^1RA"
|
||||
"^cSG^"
|
||||
"^1RA ^7LG"
|
||||
"^5QUAD"
|
||||
"^5QUAD ^1RL"
|
||||
"^3YA"
|
||||
"^1RL^7-Teleporter"
|
||||
"^3YA^tPG^7-Jump"
|
||||
"^3YA^tPG"
|
||||
"^tLoser's Hall"
|
||||
"^cSG^5Quad-Tele"
|
||||
"^1RL"
|
||||
"^1RL/RA-High"
|
||||
"^2GL"
|
||||
"Tunnel"
|
||||
"Tunnel"
|
||||
"Tunnel"
|
||||
"^cSG"
|
||||
"^QUAD ^7Across"
|
||||
"LG"
|
37
cpma/locs/cpmctf1.cfg
Normal file
37
cpma/locs/cpmctf1.cfg
Normal file
|
@ -0,0 +1,37 @@
|
|||
v2
|
||||
"^4Base"
|
||||
"^4Base ^1RL"
|
||||
"^4Base ^7Flag"
|
||||
"^4Base ^5Mega"
|
||||
"^4Base ^2RG"
|
||||
"^4Base ^7Pool"
|
||||
"^4Water ^7Tunnel"
|
||||
"^4Regen^7/^3YA"
|
||||
"^4Front ^7Elevator"
|
||||
"^4Front ^7Stairs"
|
||||
"^4High ^7LG Side"
|
||||
"^4High ^7Mid"
|
||||
"^4High ^7Mid"
|
||||
"^4Middle"
|
||||
"^4Middle"
|
||||
"^4Middle ^7LG"
|
||||
"^4Water ^1RA"
|
||||
"^1Water ^tPG"
|
||||
"^4Water ^tPG"
|
||||
"^1Water RA"
|
||||
"^1Middle ^7LG"
|
||||
"^1Middle"
|
||||
"^1Middle"
|
||||
"^1High ^7Mid"
|
||||
"^1High ^7Mid"
|
||||
"^1High ^7LG Side"
|
||||
"^1Front ^7Stairs"
|
||||
"^1Front ^7Elevator"
|
||||
"^1Regen^7/^3YA"
|
||||
"^1Water ^7Tunnel"
|
||||
"^1Base ^7Pool"
|
||||
"^1Base ^2RG"
|
||||
"^1Base ^5Mega"
|
||||
"^1Base ^7Flag"
|
||||
"^1Base RL"
|
||||
"^1Base"
|
13
cpma/locs/cpmctf2.cfg
Normal file
13
cpma/locs/cpmctf2.cfg
Normal file
|
@ -0,0 +1,13 @@
|
|||
v2
|
||||
"^1Base"
|
||||
"^2High ^7Mid"
|
||||
"^3Low ^7Mid"
|
||||
"^1Base ^7Back"
|
||||
"^4Base"
|
||||
"^4Base ^7Back"
|
||||
"^1Base ^7Flag"
|
||||
"^4Base ^7Flag"
|
||||
"^4Base ^7Stairs"
|
||||
"^1Base ^7Stairs"
|
||||
"^4High ^7Door"
|
||||
"^1High ^7Door"
|
18
cpma/locs/cpmctf3.cfg
Normal file
18
cpma/locs/cpmctf3.cfg
Normal file
|
@ -0,0 +1,18 @@
|
|||
v2
|
||||
"^4Base"
|
||||
"^4Outer Base High"
|
||||
"^4Regen"
|
||||
"^4Base Side Corridor"
|
||||
"^4Base Entrance"
|
||||
"^4Tunnel"
|
||||
"^1Base"
|
||||
"^1Outer Base High"
|
||||
"^1Regen"
|
||||
"^1Side Corridor"
|
||||
"^1Base Entrance"
|
||||
"^1Tunnel"
|
||||
"Midfield"
|
||||
"^1Lower Tele"
|
||||
"^4Lower Tele"
|
||||
"^4Outer Base Low"
|
||||
"^1Outer Base Low"
|
11
cpma/locs/ctctf1.cfg
Normal file
11
cpma/locs/ctctf1.cfg
Normal file
|
@ -0,0 +1,11 @@
|
|||
v2
|
||||
"^1Base ^7Regen"
|
||||
"^1Base ^7Flagroom"
|
||||
"^1Low ^7Water"
|
||||
"^1High ^7Perimeter"
|
||||
"^2High ^7Mid"
|
||||
"^3Low ^7Mid"
|
||||
"^4Low ^7Water"
|
||||
"^4High ^7Perimeter"
|
||||
"^4Base ^7Regen"
|
||||
"^4Base ^7Flagroom"
|
100
cpma/locs/ctctf2.cfg
Normal file
100
cpma/locs/ctctf2.cfg
Normal file
|
@ -0,0 +1,100 @@
|
|||
v2
|
||||
"1"
|
||||
"2"
|
||||
"3"
|
||||
"4"
|
||||
"5"
|
||||
"6"
|
||||
"7"
|
||||
"8"
|
||||
"9"
|
||||
"10"
|
||||
"11"
|
||||
"12"
|
||||
"13"
|
||||
"14"
|
||||
"15"
|
||||
"16"
|
||||
"17"
|
||||
"18"
|
||||
"19"
|
||||
"20"
|
||||
"21"
|
||||
"22"
|
||||
"23"
|
||||
"24"
|
||||
"25"
|
||||
"26"
|
||||
"27"
|
||||
"28"
|
||||
"29"
|
||||
"30"
|
||||
"31"
|
||||
"32"
|
||||
"33"
|
||||
"34"
|
||||
"35"
|
||||
"36"
|
||||
"37"
|
||||
"38"
|
||||
"39"
|
||||
"40"
|
||||
"41"
|
||||
"42"
|
||||
"43"
|
||||
"44"
|
||||
"45"
|
||||
"46"
|
||||
"47"
|
||||
"48"
|
||||
"49"
|
||||
"50"
|
||||
"51"
|
||||
"52"
|
||||
"53"
|
||||
"54"
|
||||
"55"
|
||||
"56"
|
||||
"57"
|
||||
"58"
|
||||
"59"
|
||||
"60"
|
||||
"61"
|
||||
"62"
|
||||
"63"
|
||||
"64"
|
||||
"65"
|
||||
"66"
|
||||
"67"
|
||||
"68"
|
||||
"69"
|
||||
"70"
|
||||
"71"
|
||||
"72"
|
||||
"73"
|
||||
"74"
|
||||
"75"
|
||||
"76"
|
||||
"77"
|
||||
"78"
|
||||
"79"
|
||||
"80"
|
||||
"81"
|
||||
"82"
|
||||
"83"
|
||||
"84"
|
||||
"85"
|
||||
"86"
|
||||
"87"
|
||||
"88"
|
||||
"89"
|
||||
"90"
|
||||
"91"
|
||||
"92"
|
||||
"93"
|
||||
"94"
|
||||
"95"
|
||||
"96"
|
||||
"97"
|
||||
"98"
|
||||
"99"
|
15
cpma/locs/ospctf1.cfg
Normal file
15
cpma/locs/ospctf1.cfg
Normal file
|
@ -0,0 +1,15 @@
|
|||
v2
|
||||
"^4Blue ^2RG"
|
||||
"^1Low ^7Entrance"
|
||||
"Middle"
|
||||
"^1Red ^7LG"
|
||||
"^1Base ^7Flag"
|
||||
"^1Red ^tPG"
|
||||
"^4Low ^7Entrance"
|
||||
"^4Blue ^7LG"
|
||||
"^4Blue ^7Flag"
|
||||
"^4Blue ^tPG"
|
||||
"^1Red ^2RG"
|
||||
"Middle"
|
||||
"Middle"
|
||||
"Middle"
|
16
cpma/locs/ospctf2.cfg
Normal file
16
cpma/locs/ospctf2.cfg
Normal file
|
@ -0,0 +1,16 @@
|
|||
v2
|
||||
"^4Low ^3YA"
|
||||
"^1Low ^3YA"
|
||||
"^4Mid ^cSG"
|
||||
"^1High ^7Hallway"
|
||||
"^1Mid ^7Front"
|
||||
"^1Low ^7Netting"
|
||||
"^4High ^7Hallway"
|
||||
"^4Mid ^7Front"
|
||||
"^4Low ^7Netting"
|
||||
"^4Base ^7Flag"
|
||||
"^1Base ^7Flag"
|
||||
"^2High ^7Center"
|
||||
"Mid Center"
|
||||
"^3Low ^7Center"
|
||||
"^1Mid ^cSG"
|
37
cpma/locs/ospdm11.cfg
Normal file
37
cpma/locs/ospdm11.cfg
Normal file
|
@ -0,0 +1,37 @@
|
|||
v2
|
||||
"^3YA ^7Stairs"
|
||||
"^3YA"
|
||||
"East ^cSG"
|
||||
"LG near"
|
||||
"^5QUAD ^7near"
|
||||
"^5QUAD"
|
||||
"East ^tPG"
|
||||
"^5Mega"
|
||||
"^5QUAD ^7below"
|
||||
"East Room"
|
||||
"West ^gShards"
|
||||
"West Room"
|
||||
"West Teleporter"
|
||||
"West ^tPG ^7below"
|
||||
"West ^tPG"
|
||||
"West ^cSG"
|
||||
"West ^cSG"
|
||||
"^1RA ^7below"
|
||||
"^1RA"
|
||||
"West Room"
|
||||
"^1RL"
|
||||
"^2GL"
|
||||
"LG below"
|
||||
"^3YA ^7below"
|
||||
"LG"
|
||||
"^1RL ^7above"
|
||||
"^1RL ^7above"
|
||||
"East ^tPG ^7near"
|
||||
"East Room"
|
||||
"^1RA ^7Stairs"
|
||||
"^1RA ^7near"
|
||||
"West ^tPG"
|
||||
"West ^tPG ^7above"
|
||||
"West ^tPG"
|
||||
"West Room"
|
||||
"East ^tPG ^7near"
|
48
cpma/locs/ospdm12.cfg
Normal file
48
cpma/locs/ospdm12.cfg
Normal file
|
@ -0,0 +1,48 @@
|
|||
v2
|
||||
"^5QUAD"
|
||||
"^cSG"
|
||||
"^1RA"
|
||||
"^2RG"
|
||||
"^5Mega"
|
||||
"^3YA"
|
||||
"^1RL"
|
||||
"^1RL"
|
||||
"^1RL"
|
||||
"^1RL"
|
||||
"^1RL"
|
||||
"^1RL"
|
||||
"^1RL"
|
||||
"^1RL"
|
||||
"^3YA"
|
||||
"^3YA"
|
||||
"LG"
|
||||
"^3YA"
|
||||
"^5Mega"
|
||||
"^3YA"
|
||||
"^5Mega"
|
||||
"^5Mega"
|
||||
"^2RG"
|
||||
"^2RG"
|
||||
"^2RG"
|
||||
"^2RG"
|
||||
"^2RG"
|
||||
"^2RG"
|
||||
"^tPG"
|
||||
"^tPG"
|
||||
"^tPG"
|
||||
"^tPG"
|
||||
"^1RA5"
|
||||
"^1RA6"
|
||||
"^1RA"
|
||||
"^1RA"
|
||||
"^1RA"
|
||||
"^1RA ^2GL"
|
||||
"^2GL"
|
||||
"^2GL"
|
||||
"^5QUAD"
|
||||
"^5QUAD"
|
||||
"^5QUAD"
|
||||
"^5QUAD"
|
||||
"^5QUAD"
|
||||
"^5QUAD"
|
||||
"^5QUAD"
|
41
cpma/locs/ospdm5.cfg
Normal file
41
cpma/locs/ospdm5.cfg
Normal file
|
@ -0,0 +1,41 @@
|
|||
v2
|
||||
"^1RA ^7Platform"
|
||||
"Weak ^3YA"
|
||||
"^cSG ^7Lower"
|
||||
"^5Mega"
|
||||
"LG Lower"
|
||||
"^2RG ^7Jumppad"
|
||||
"^5QUAD ^tPG"
|
||||
"Weak ^1RL"
|
||||
"^cSG ^7Lower"
|
||||
"^2RG ^7Jumppad"
|
||||
"^2RG"
|
||||
"^2RG ^7Room"
|
||||
"^1RA ^7Room"
|
||||
"^5Mega"
|
||||
"LG Lower"
|
||||
"LG Lower"
|
||||
"LG Jumppad"
|
||||
"^1RA ^2GL"
|
||||
"Strong ^1RL"
|
||||
"Strong ^1RL"
|
||||
"Strong ^1RL"
|
||||
"^3YA ^7Lower"
|
||||
"Weak RL Jumppad"
|
||||
"^5QUAD"
|
||||
"^5QUAD"
|
||||
"Weak RL Jumppad"
|
||||
"^cSG ^7Upper"
|
||||
"^cSG ^7Upper"
|
||||
"Weak ^1RL"
|
||||
"^2RG ^7Room"
|
||||
"Strong ^1RL"
|
||||
"Tele Exit"
|
||||
"^1RA"
|
||||
"^5QUAD"
|
||||
"^cSG ^7Upper"
|
||||
"^cSG ^7Upper"
|
||||
"Weak ^3YA"
|
||||
"^3YA ^7Lower"
|
||||
"LG Jumppad"
|
||||
"^3YA ^7Lower"
|
42
cpma/locs/ospdm5a.cfg
Normal file
42
cpma/locs/ospdm5a.cfg
Normal file
|
@ -0,0 +1,42 @@
|
|||
v2
|
||||
"^1RA"
|
||||
"^1RA ^7Platform"
|
||||
"Weak ^3YA"
|
||||
"^2GL ^7Lower"
|
||||
"LG"
|
||||
"^cSG ^7Lower"
|
||||
"^4Mega ^7Jumppad"
|
||||
"^5QUAD ^tPG"
|
||||
"Weak ^1RL"
|
||||
"^2GL ^7Lower"
|
||||
"^4Mega ^7Jumppad"
|
||||
"^4Mega"
|
||||
"^4Mega ^7Room"
|
||||
"^1RA ^7Room"
|
||||
"LG"
|
||||
"^cSG ^7Lower"
|
||||
"^cSG ^7Lower"
|
||||
"^2GA ^7Jumppad"
|
||||
"^1RA ^tPG"
|
||||
"Strong ^1RL"
|
||||
"Strong ^1RL"
|
||||
"Strong ^1RL"
|
||||
"^3YA ^7Lower"
|
||||
"Weak RL Jumppad"
|
||||
"^5QUAD"
|
||||
"^5QUAD"
|
||||
"Weak RL Jumppad"
|
||||
"^cSG ^7Upper"
|
||||
"^cSG ^7Upper"
|
||||
"Weak ^1RL"
|
||||
"^4Mega ^7Room"
|
||||
"Strong ^1RL"
|
||||
"Tele Exit"
|
||||
"^1RA"
|
||||
"^5QUAD"
|
||||
"^cSG ^7Upper"
|
||||
"^cSG ^7Upper"
|
||||
"Weak ^3YA"
|
||||
"^3YA ^7Lower"
|
||||
"^2GA ^7Jumppad"
|
||||
"^3YA ^7Lower"
|
37
cpma/locs/ospdm6.cfg
Normal file
37
cpma/locs/ospdm6.cfg
Normal file
|
@ -0,0 +1,37 @@
|
|||
v2
|
||||
"Big Jumppad"
|
||||
"^5QUAD ^7Jumppad"
|
||||
"Balcony"
|
||||
"^2GL ^7Hallway"
|
||||
"^3YA ^7Hallway"
|
||||
"Tele Exit"
|
||||
"Outside"
|
||||
"^2RG"
|
||||
"^3YA ^7Upper"
|
||||
"^cSG ^7Lower"
|
||||
"^1RL"
|
||||
"^2RG"
|
||||
"^2GL"
|
||||
"^5Mega"
|
||||
"LG Hallway"
|
||||
"Teleport Floor"
|
||||
"LG"
|
||||
"^1RA ^cSG"
|
||||
"^1RA"
|
||||
"^3YA ^tPG"
|
||||
"^5QUAD"
|
||||
"Balcony"
|
||||
"^5QUAD ^7Jumppad"
|
||||
"^3YA ^7Hallway"
|
||||
"^5QUAD ^tPG"
|
||||
"^5QUAD ^7Room"
|
||||
"Outside"
|
||||
"Outside"
|
||||
"^1RA ^cSG"
|
||||
"^1RA"
|
||||
"^cSG ^7Hallway"
|
||||
"LG"
|
||||
"LG"
|
||||
"Teleport Floor"
|
||||
"Teleport Floor"
|
||||
"^1RA"
|
60
cpma/locs/pro-q3dm6.cfg
Normal file
60
cpma/locs/pro-q3dm6.cfg
Normal file
|
@ -0,0 +1,60 @@
|
|||
v2
|
||||
"RL"
|
||||
"^1RA"
|
||||
"^cSG"
|
||||
"^tPG"
|
||||
"Bridge Stairs"
|
||||
"^2RG"
|
||||
"LG"
|
||||
"Pillars ^cSG"
|
||||
"^1RA"
|
||||
"^3YA"
|
||||
"RL"
|
||||
"^5QUAD"
|
||||
"LG Stairs"
|
||||
"^5QUAD ^72nd"
|
||||
"^5QUAD ^72nd"
|
||||
"^5QUAD ^72nd"
|
||||
"^5QUAD ^72nd"
|
||||
"^5QUAD ^72nd"
|
||||
"^5QUAD ^72nd"
|
||||
"^5QUAD"
|
||||
"^5QUAD"
|
||||
"^cSG"
|
||||
"^5QUAD"
|
||||
"^cSG"
|
||||
"^cSG"
|
||||
"^gShards"
|
||||
"^gShards"
|
||||
"Pillars Low"
|
||||
"^1RA"
|
||||
"^1RA"
|
||||
"^1RA"
|
||||
"Pillars Low"
|
||||
"Pillars Low"
|
||||
"Pillars Low"
|
||||
"Pillars Low"
|
||||
"Pillars Low"
|
||||
"Pillars Low"
|
||||
"RL"
|
||||
"Bridge"
|
||||
"^tPG"
|
||||
"^tPG"
|
||||
"^3YA"
|
||||
"^2RG ^72nd"
|
||||
"^2RG ^72nd"
|
||||
"^2RG"
|
||||
"^2RG ^7Jumppad"
|
||||
"Pillars ^cSG"
|
||||
"^2RG"
|
||||
"LG Stairs"
|
||||
"LG"
|
||||
"^3YA"
|
||||
"^5QUAD"
|
||||
"^5QUAD ^72nd"
|
||||
"^5QUAD ^72nd"
|
||||
"^5QUAD ^72nd"
|
||||
"^5QUAD"
|
||||
"^5QUAD"
|
||||
"^tPG"
|
||||
"^tPG"
|
26
cpma/locs/q3ctf1.cfg
Normal file
26
cpma/locs/q3ctf1.cfg
Normal file
|
@ -0,0 +1,26 @@
|
|||
v2
|
||||
"^4Base ^7Flag"
|
||||
"^4Base ^7Low"
|
||||
"^4Base ^tPG^3YA"
|
||||
"^4Low ^3YA"
|
||||
"^4Low ^3YA"
|
||||
"^4Mid ^7Door"
|
||||
"^4High ^7Stair3"
|
||||
"^4Low ^7Door"
|
||||
"^4High ^7Stair2"
|
||||
"^4High ^7Stair1"
|
||||
"^4Mid"
|
||||
"^4Mid"
|
||||
"^4Mid"
|
||||
"^1Mid"
|
||||
"^1Mid"
|
||||
"^1Mid"
|
||||
"^1Mid ^7Door"
|
||||
"^1High ^7Stair3"
|
||||
"^1Low ^7Door"
|
||||
"^1High ^7Stair2"
|
||||
"^1High ^7Stair1"
|
||||
"^1Low ^3YA"
|
||||
"^1Base ^7Low"
|
||||
"^1Base ^7Flag"
|
||||
"^1Base ^tPG^3YA"
|
59
cpma/locs/q3ctf2.cfg
Normal file
59
cpma/locs/q3ctf2.cfg
Normal file
|
@ -0,0 +1,59 @@
|
|||
v2
|
||||
"Low ^1RA"
|
||||
"^1High ^7Backjump"
|
||||
"^4Pool ^gShards"
|
||||
"^4Base ^1RL"
|
||||
"^4High ^gShards"
|
||||
"^4Base ^7Flag"
|
||||
"^1Base ^5Mega"
|
||||
"^1Base ^5Mega"
|
||||
"^4Base ^5Mega"
|
||||
"^4Base ^tPG"
|
||||
"^4High ^gShards"
|
||||
"^4High ^gShards"
|
||||
"^4High ^gShards"
|
||||
"^4High ^2RG"
|
||||
"^4High ^7Mid"
|
||||
"^4Right ^7Bridge"
|
||||
"^1Left ^7Bridge"
|
||||
"^4Low ^7Medkit"
|
||||
"^4High ^7Dock"
|
||||
"^4Pool ^8SG"
|
||||
"^4Pool ^8SG"
|
||||
"^4Pool ^8SG"
|
||||
"^4Pool ^8SG"
|
||||
"^4Pool ^7Tunnel"
|
||||
"^1Pool ^gShards"
|
||||
"^1Base RL"
|
||||
"^1Base ^7Flag"
|
||||
"^1Base ^tPG"
|
||||
"^1High ^gShards"
|
||||
"^1High ^gShards"
|
||||
"^1High ^gShards"
|
||||
"^1High ^gShards"
|
||||
"^1High ^2RG"
|
||||
"^1High ^7Mid"
|
||||
"^1Right ^7Bridge"
|
||||
"^4Left ^7Bridge"
|
||||
"^1Low ^7Medkit"
|
||||
"^1High ^7Dock"
|
||||
"^1Pool ^8SG"
|
||||
"^1Pool ^8SG"
|
||||
"^1Pool ^8SG"
|
||||
"^1Pool ^8SG"
|
||||
"^1Pool ^7Tunnel"
|
||||
"^1Low ^7Airpocket"
|
||||
"^1Low ^7Tunnel"
|
||||
"^1High ^2GL"
|
||||
"^1High ^gShards"
|
||||
"^1High ^2GL"
|
||||
"^4High ^7Backjump"
|
||||
"^4High ^2GL"
|
||||
"^4High ^2GL"
|
||||
"^4High ^gShards"
|
||||
"^4Low ^7Water"
|
||||
"^1Low ^7Water"
|
||||
"^4Front ^3YA"
|
||||
"^1Front ^3YA"
|
||||
"^4Low ^7Airpocket"
|
||||
"^4Low ^7Tunnel"
|
20
cpma/locs/q3ctf3.cfg
Normal file
20
cpma/locs/q3ctf3.cfg
Normal file
|
@ -0,0 +1,20 @@
|
|||
v2
|
||||
"^4Low ^7Front"
|
||||
"^4High ^2RG"
|
||||
"Middle"
|
||||
"^4Low ^8SGside1"
|
||||
"^4Base ^7Flag"
|
||||
"^4Low ^3YAside1"
|
||||
"^4High ^3YAside"
|
||||
"^4High ^8SGside"
|
||||
"^4Low ^8SGside2"
|
||||
"^4Low ^3YAside2"
|
||||
"^1Low ^7Front"
|
||||
"^1High ^2RG"
|
||||
"^1Low ^3YAside1"
|
||||
"^1Base ^7Flag"
|
||||
"^1Low ^8SGside1"
|
||||
"^1High ^8SGside"
|
||||
"^1High ^3YAside"
|
||||
"^1Low ^3YAside2"
|
||||
"^1Low ^8SGside2"
|
60
cpma/locs/q3dm14tmp.cfg
Normal file
60
cpma/locs/q3dm14tmp.cfg
Normal file
|
@ -0,0 +1,60 @@
|
|||
v2
|
||||
"^cSG"
|
||||
"^1RL"
|
||||
"^5QUAD"
|
||||
"^5QUAD"
|
||||
"^5QUAD"
|
||||
"^5QUAD ^k5hp"
|
||||
"LG"
|
||||
"LG"
|
||||
"^3YA"
|
||||
"^3YA"
|
||||
"^3YA"
|
||||
"^3YA"
|
||||
"^3YA"
|
||||
"^3YA^1RL ^7Path"
|
||||
"^3YA^1RL ^7Path"
|
||||
"^2RG"
|
||||
"^2RG"
|
||||
"^1RL"
|
||||
"^1RL"
|
||||
"^1RL"
|
||||
"^1RL"
|
||||
"^1RL"
|
||||
"^1RL"
|
||||
"^1RL"
|
||||
"^2GL"
|
||||
"^2GL"
|
||||
"^dSUIT ^7Path"
|
||||
"^dSUIT ^7Path"
|
||||
"^2GL"
|
||||
"^2GL"
|
||||
"^2GL"
|
||||
"^dSUIT"
|
||||
"^dSUIT"
|
||||
"^dSUIT"
|
||||
"^dSUIT"
|
||||
"^dSUIT"
|
||||
"^dSUIT"
|
||||
"^dSUIT"
|
||||
"^2RG"
|
||||
"^2RG ^7Jumppad"
|
||||
"^2RG ^7Jumppad"
|
||||
"^2RG ^7Jumppad"
|
||||
"^2RG ^7Jumppad"
|
||||
"^cSG ^gShards"
|
||||
"^cSG ^gShards"
|
||||
"^cSG"
|
||||
"^cSG"
|
||||
"^cSG"
|
||||
"^1RA ^7Room"
|
||||
"^1RA ^7Room"
|
||||
"^1RA ^7Room"
|
||||
"^1RA ^7Room"
|
||||
"^1RA ^1RL"
|
||||
"^1RA ^1RL"
|
||||
"^1RA ^7Room"
|
||||
"^1RA ^7Room"
|
||||
"^1RA"
|
||||
"^1RL"
|
||||
"^3YA ^7Low"
|
49
cpma/locs/q3dm6.cfg
Normal file
49
cpma/locs/q3dm6.cfg
Normal file
|
@ -0,0 +1,49 @@
|
|||
v2
|
||||
"RL"
|
||||
"^1RA"
|
||||
"^cSG"
|
||||
"^5QUAD ^72nd"
|
||||
"Bridge Stairs"
|
||||
"^2RG"
|
||||
"^tPG"
|
||||
"Pillars ^cSG"
|
||||
"^3YA"
|
||||
"^1RA"
|
||||
"RL"
|
||||
"^5QUAD"
|
||||
"^tPG ^7Stairs"
|
||||
"^5QUAD ^72nd"
|
||||
"^5QUAD ^72nd"
|
||||
"^5QUAD ^72nd"
|
||||
"^5QUAD ^72nd"
|
||||
"^5QUAD ^72nd"
|
||||
"^5QUAD ^72nd"
|
||||
"^5QUAD"
|
||||
"^5QUAD"
|
||||
"^cSG"
|
||||
"^5QUAD"
|
||||
"^cSG"
|
||||
"^cSG"
|
||||
"^k5hp"
|
||||
"^k5hp"
|
||||
"Pillars Low"
|
||||
"^3YA"
|
||||
"^3YA"
|
||||
"^3YA"
|
||||
"Pillars Low"
|
||||
"Pillars Low"
|
||||
"Pillars Low"
|
||||
"Pillars Low"
|
||||
"Pillars Low"
|
||||
"Pillars Low"
|
||||
"RL"
|
||||
"Bridge"
|
||||
"^tPG Ammo"
|
||||
"^3YA"
|
||||
"^1RA"
|
||||
"^2RG ^72nd"
|
||||
"^2RG ^72nd"
|
||||
"^2RG"
|
||||
"^2RG ^7Jumppad"
|
||||
"Pillars ^cSG"
|
||||
"^2RG"
|
34
cpma/locs/q3dm7.cfg
Normal file
34
cpma/locs/q3dm7.cfg
Normal file
|
@ -0,0 +1,34 @@
|
|||
v2
|
||||
"^5Mega"
|
||||
"^1RA"
|
||||
"^5QUAD"
|
||||
"^3YA"
|
||||
"^1RL ^7Room"
|
||||
"Teleporter"
|
||||
"Dungeon ^cSG"
|
||||
"^tPG"
|
||||
"Basement"
|
||||
"^5Mega"
|
||||
"^cSG"
|
||||
"^1RL"
|
||||
"Dungeon"
|
||||
"Basement"
|
||||
"^3YA^5Q ^7Path"
|
||||
"^3YA^5Q ^7Path"
|
||||
"^1RLRA ^7Path"
|
||||
"^cSG^1RA ^7Path"
|
||||
"^cSG^5Q ^7Path"
|
||||
"^cSG^5Q ^7Path"
|
||||
"^cSG^5Q ^7Path"
|
||||
"^1RA^5Q ^7Path"
|
||||
"^1RA^5Q ^7Path"
|
||||
"^1RA^5Q ^7Path"
|
||||
"^1RLRA ^7Path"
|
||||
"^1RLRA ^7Path"
|
||||
"^5QUAD"
|
||||
"^1RL ^7Room"
|
||||
"^1RL ^7Room"
|
||||
"^1RL ^7Room"
|
||||
"^1RL ^7Room"
|
||||
"^1RL ^7Room"
|
||||
"^1RL ^7Room"
|
32
cpma/locs/q3w1.cfg
Normal file
32
cpma/locs/q3w1.cfg
Normal file
|
@ -0,0 +1,32 @@
|
|||
v2
|
||||
"^4High ^7Mid"
|
||||
"^1High ^7Mid"
|
||||
"^4Low ^7Mid"
|
||||
"^1Low ^7Mid"
|
||||
"^5Quad"
|
||||
"^1Base"
|
||||
"^1Base ^tPG"
|
||||
"^1High ^7Front"
|
||||
"^1Low ^7Front"
|
||||
"^1Low ^2RG"
|
||||
"^1Low RA"
|
||||
"^1Low RA"
|
||||
"^1High ^5MH"
|
||||
"^1High ^5MH"
|
||||
"^1High ^7L-Door"
|
||||
"^1High ^7R-Door"
|
||||
"^1Base ^2GL"
|
||||
"^1High ^5MH"
|
||||
"^4Base"
|
||||
"^4Base ^tPG"
|
||||
"^4High ^7Front"
|
||||
"^4Low ^7Front"
|
||||
"^4Low ^2RG"
|
||||
"^4Low ^1RA"
|
||||
"^4Low ^1RA"
|
||||
"^4High ^5MH"
|
||||
"^4High ^5MH"
|
||||
"^4High ^7L-Door"
|
||||
"^4High ^7R-Door"
|
||||
"^4Base ^2GL"
|
||||
"^4High ^5MH"
|
21
cpma/locs/q3w2.cfg
Normal file
21
cpma/locs/q3w2.cfg
Normal file
|
@ -0,0 +1,21 @@
|
|||
v2
|
||||
"^1High ^7Mid"
|
||||
"^1High ^2GL"
|
||||
"^1Low ^8PU"
|
||||
"^1Base ^7LG"
|
||||
"^1Base RA"
|
||||
"^1Base ^5Mega"
|
||||
"^1Base ^7Flag"
|
||||
"^1Low ^3YA"
|
||||
"^1Base ^2RG"
|
||||
"^4High ^7Mid"
|
||||
"^4Low ^7Mid"
|
||||
"^1Low ^7Mid"
|
||||
"^4High ^2GL"
|
||||
"^4Low ^8PU"
|
||||
"^4Base ^7LG"
|
||||
"^4Base ^1RA"
|
||||
"^4Base ^5Mega"
|
||||
"^4Base ^7Flag"
|
||||
"^4Low ^3YA"
|
||||
"^4Base ^2RG"
|
26
cpma/locs/q3w3.cfg
Normal file
26
cpma/locs/q3w3.cfg
Normal file
|
@ -0,0 +1,26 @@
|
|||
v2
|
||||
"^1High ^7Hallway"
|
||||
"^1High ^2GL"
|
||||
"^1Base RL"
|
||||
"^1High ^tPG"
|
||||
"^1Low ^7Entrance"
|
||||
"^1Low ^7Mid/SG"
|
||||
"^1Base ^7Flag"
|
||||
"^1Base RA"
|
||||
"^1Base ^2RG"
|
||||
"^4High ^7Hallway"
|
||||
"^4Low ^7Mid/SG"
|
||||
"Mid-Zone"
|
||||
"^4High ^tPG"
|
||||
"^1High ^7Right"
|
||||
"^1High ^7Left"
|
||||
"^1Base ^7Bridge"
|
||||
"^4High ^2GL"
|
||||
"^4Base ^1RL"
|
||||
"^4Low ^7Entrance"
|
||||
"^4Base ^7Flag"
|
||||
"^4Base ^1RA"
|
||||
"^4Base ^2RG"
|
||||
"^4High ^7Right"
|
||||
"^4High ^7Left"
|
||||
"^4Base ^7Bridge"
|
8
cpma/locs/q3w4.cfg
Normal file
8
cpma/locs/q3w4.cfg
Normal file
|
@ -0,0 +1,8 @@
|
|||
v2
|
||||
"^4Base ^7Flag"
|
||||
"^4Low ^7Entrance"
|
||||
"^4High ^2RG"
|
||||
"Middle"
|
||||
"^1Base ^7Flag"
|
||||
"^1Low ^7Entrance"
|
||||
"^1High ^2RG"
|
33
cpma/locs/q3w5.cfg
Normal file
33
cpma/locs/q3w5.cfg
Normal file
|
@ -0,0 +1,33 @@
|
|||
v2
|
||||
"^1Base ^7Flag"
|
||||
"^1Base RL"
|
||||
"^1Base ^2RG"
|
||||
"^1High ^2RG"
|
||||
"^1High ^3YA"
|
||||
"^1High ^7Stairs"
|
||||
"^1High ^7LG"
|
||||
"^1High ^7LG"
|
||||
"^2High ^7Mid"
|
||||
"^3Low ^7Mid"
|
||||
"^1Low ^7Entrance"
|
||||
"^1Low ^8SG"
|
||||
"^1Low ^2GL"
|
||||
"^4Base ^7Flag"
|
||||
"^4Base ^1RL"
|
||||
"^4Base ^2RG"
|
||||
"^4High ^2RG"
|
||||
"^4High ^3YA"
|
||||
"^4High ^7Stairs"
|
||||
"^4High ^7LG"
|
||||
"^4High ^7LG"
|
||||
"^4Low ^7Entrance"
|
||||
"^4Low ^8SG"
|
||||
"^4Low ^2GL"
|
||||
"^1Base ^3YA ^7Side"
|
||||
"^1Base RA"
|
||||
"^4Base ^1RA"
|
||||
"^4Base ^3YA ^7Side"
|
||||
"^4High ^7Mid"
|
||||
"^1High ^7Mid"
|
||||
"^4Low ^7Underground"
|
||||
"^1Low ^7Underground"
|
47
cpma/locs/q3w7.cfg
Normal file
47
cpma/locs/q3w7.cfg
Normal file
|
@ -0,0 +1,47 @@
|
|||
v2
|
||||
"^1Base RL"
|
||||
"^1Base RL"
|
||||
"^1Base RL"
|
||||
"^1Base ^8SG"
|
||||
"^1Base ^3YA"
|
||||
"^1Base ^7Flag"
|
||||
"^1Base ^7High"
|
||||
"^1Base ^7Tele"
|
||||
"^1Base ^2RG"
|
||||
"^1High ^7Window"
|
||||
"^1High ^7Window"
|
||||
"^1Low ^7LG"
|
||||
"^1Low ^7LG"
|
||||
"^1Base ^7Water"
|
||||
"^1Base ^7Water"
|
||||
"^1Low ^7Water"
|
||||
"^1Mid ^7Water"
|
||||
"^1Mid ^7Stairs"
|
||||
"^1Mid ^7Jumppad"
|
||||
"^1High ^6PG"
|
||||
"^1High Regen"
|
||||
"^1High Regen"
|
||||
"^1Mid ^8SG"
|
||||
"^4Mid ^8SG"
|
||||
"^4High ^1Regen"
|
||||
"^4High ^1Regen"
|
||||
"^4High ^6PG"
|
||||
"^4Mid ^7Jumppad"
|
||||
"^4Mid ^7Stairs"
|
||||
"^4Mid ^7Water"
|
||||
"^4Low ^7Water"
|
||||
"^4Base ^7Water"
|
||||
"^4Base ^7Water"
|
||||
"^4Low ^7LG"
|
||||
"^4Low ^7LG"
|
||||
"^4High ^7Window"
|
||||
"^4High ^7Window"
|
||||
"^4Base ^2RG"
|
||||
"^4Base ^7Tele"
|
||||
"^4Base ^7High"
|
||||
"^4Base ^7Flag"
|
||||
"^4Base ^3YA"
|
||||
"^4Base ^8SG"
|
||||
"^4Base ^1RL"
|
||||
"^4Base ^1RL"
|
||||
"^4Base ^1RL"
|
84
cpma/locs/q3wcp1.cfg
Normal file
84
cpma/locs/q3wcp1.cfg
Normal file
|
@ -0,0 +1,84 @@
|
|||
v2
|
||||
"Center Room1"
|
||||
"^1Gardn ^7Entrance"
|
||||
"^1Low ^7Garden"
|
||||
"^1Low ^7Door"
|
||||
"^1Balcony ^8PU"
|
||||
"^1High ^7Hall"
|
||||
"^1Base ^7Sword"
|
||||
"^1Base ^7Flag"
|
||||
"^1High ^7Stairs"
|
||||
"^1High ^7Main"
|
||||
"^1High ^7Court"
|
||||
"^1Garden ent"
|
||||
"^1Low ^7Garden"
|
||||
"^1Low ^7Garden"
|
||||
"^1Small ^7Tunnel"
|
||||
"^1Low ^7Garden"
|
||||
"^1Low ^7GardnJP"
|
||||
"^1Balcony ^8PU"
|
||||
"^1Balcony ^2RG"
|
||||
"^1Balcony ^2RG"
|
||||
"^1Balcony ^8PU"
|
||||
"^1Balcony ^8PU"
|
||||
"^1High ^7Hall"
|
||||
"^1High ^7Hall"
|
||||
"^1Base ^7Hall"
|
||||
"^1Low ^7Stairs"
|
||||
"^1Low ^7Stairs"
|
||||
"^1Base ^7Hall"
|
||||
"^1Base ^7Flag"
|
||||
"^1Base ^7Flag"
|
||||
"^1High ^7Stairs"
|
||||
"^1High ^7Stairs"
|
||||
"^1High ^7Main"
|
||||
"^1High ^7Main"
|
||||
"^1High ^7Main"
|
||||
"^1High ^7Main"
|
||||
"^1High ^7Main"
|
||||
"^1High ^7Court"
|
||||
"^1High ^7Court"
|
||||
"^1High ^7Court"
|
||||
"^1High ^7Court"
|
||||
"^1Base ^7Sword"
|
||||
"^4Gardn ^7Entrance"
|
||||
"^4Low ^7Garden"
|
||||
"^4Low ^7Door"
|
||||
"^4Balcony ^8PU"
|
||||
"^4High ^7Hall"
|
||||
"^4Base ^7Sword"
|
||||
"^4Base ^7Flag"
|
||||
"^4High ^7Stairs"
|
||||
"^4High ^7Main"
|
||||
"^4High ^7Court"
|
||||
"^1Garden ent"
|
||||
"^4Low ^7Garden"
|
||||
"^4Low ^7Garden"
|
||||
"^4Small ^7Tunnel"
|
||||
"^4Low ^7Garden"
|
||||
"^4Low ^7GardnJP"
|
||||
"^4Balcony ^8PU"
|
||||
"^4Balcony ^2RG"
|
||||
"^4Balcony ^2RG"
|
||||
"^4Balcony ^8PU"
|
||||
"^4Balcony ^8PU"
|
||||
"^4High ^7Hall"
|
||||
"^4High ^7Hall"
|
||||
"^4Base ^7Hall"
|
||||
"^4Low ^7Stairs"
|
||||
"^4Low ^7Stairs"
|
||||
"^4Base ^7Hall"
|
||||
"^4Base ^7Flag"
|
||||
"^4Base ^7Flag"
|
||||
"^4High ^7Stairs"
|
||||
"^4High ^7Stairs"
|
||||
"^4High ^7Main"
|
||||
"^4High ^7Main"
|
||||
"^4High ^7Main"
|
||||
"^4High ^7Main"
|
||||
"^4High ^7Main"
|
||||
"^4High ^7Court"
|
||||
"^4High ^7Court"
|
||||
"^4High ^7Court"
|
||||
"^4High ^7Court"
|
||||
"^4Base ^7Sword"
|
41
cpma/locs/q3wcp11.cfg
Normal file
41
cpma/locs/q3wcp11.cfg
Normal file
|
@ -0,0 +1,41 @@
|
|||
v2
|
||||
"^1Base ^7Flag"
|
||||
"^1High ^2RG"
|
||||
"^1High ^2RG"
|
||||
"^1High ^7Mid"
|
||||
"^1High ^7Mid"
|
||||
"^1Red ^5Mega"
|
||||
"^1Low ^7Stairwell"
|
||||
"^1Low ^7JP"
|
||||
"^1Low ^2GL"
|
||||
"^1Low ^5Q-side"
|
||||
"^1Low RA-side"
|
||||
"^1Low ^7Medkit"
|
||||
"^1Base ^gShards"
|
||||
"^1Base ^3YA"
|
||||
"^1Base ^7High Left"
|
||||
"^1Mid RA-side"
|
||||
"^1High ^5MH^7JP"
|
||||
"^1High ^8SG"
|
||||
"^1Mid ^5Q-side"
|
||||
"^4Base ^7Flag"
|
||||
"^4High ^2RG"
|
||||
"^4High ^7Mid"
|
||||
"^4High ^7Mid"
|
||||
"^4Blue ^5Mega"
|
||||
"^4Low ^7Stairwell"
|
||||
"^4Low ^7JP"
|
||||
"^4Low ^2GL"
|
||||
"^4Low ^5Q-side"
|
||||
"^4Low ^1RA-side"
|
||||
"^4Low ^7Medkit"
|
||||
"^4Base ^gShards"
|
||||
"^4Base ^3YA"
|
||||
"^4Base ^7High Right"
|
||||
"^4Mid ^1RA-side"
|
||||
"^4High ^8SG"
|
||||
"^4Mid ^5Q-side"
|
||||
"^4High ^2RG"
|
||||
"^4High ^5MH^7JP"
|
||||
"^4Low ^5Q-side"
|
||||
"^1Low ^5Q-side"
|
30
cpma/locs/q3wcp14.cfg
Normal file
30
cpma/locs/q3wcp14.cfg
Normal file
|
@ -0,0 +1,30 @@
|
|||
v2
|
||||
"^4Base"
|
||||
"^4High ^tPG^7JP"
|
||||
"^1High ^tPG^7JP"
|
||||
"^1Base"
|
||||
"^4Left ^7Rear"
|
||||
"^4Right ^7Rear"
|
||||
"^4Base ^5Mega"
|
||||
"^1Right ^7Rear"
|
||||
"^1Left ^7Rear"
|
||||
"^1Base ^5Mega"
|
||||
"^4Middle ^7Tele"
|
||||
"^1Middle ^7Tele"
|
||||
"^4Middle ^3YA"
|
||||
"^1Middle ^3YA"
|
||||
"^1Middle ^7Deck"
|
||||
"^4Middle ^7Deck"
|
||||
"^5Quad"
|
||||
"^4High ^1RL"
|
||||
"^1High RL"
|
||||
"^1Middle ^tPG"
|
||||
"^4Middle ^tPG"
|
||||
"^1Low ^2RG"
|
||||
"^4Low ^2RG"
|
||||
"^4High ^7Deck"
|
||||
"^1High ^7Deck"
|
||||
"^4High ^7Passage"
|
||||
"^1High ^7Passage"
|
||||
"^1Low ^3YA"
|
||||
"^4Low ^3YA"
|
20
cpma/locs/q3wcp15.cfg
Normal file
20
cpma/locs/q3wcp15.cfg
Normal file
|
@ -0,0 +1,20 @@
|
|||
v2
|
||||
"^1Base"
|
||||
"^1Base ^7Behind Flag"
|
||||
"^1Low ^tPG"
|
||||
"^1Low ^3YA"
|
||||
"^1Low ^7Entrance"
|
||||
"^1High ^7Mid"
|
||||
"^4High ^7Mid"
|
||||
"^1High ^7Regen"
|
||||
"^1Mid ^7Jumppad"
|
||||
"^4Mid ^7Jumppad"
|
||||
"Middle"
|
||||
"^4High ^7Regen"
|
||||
"^4Low ^7Entrance"
|
||||
"^4Low ^3YA"
|
||||
"^4Low ^tPG"
|
||||
"^4Base ^7Behind Flag"
|
||||
"^4Base"
|
||||
"^1Base RL"
|
||||
"^4Base ^1RL"
|
14
cpma/locs/q3wcp17.cfg
Normal file
14
cpma/locs/q3wcp17.cfg
Normal file
|
@ -0,0 +1,14 @@
|
|||
v2
|
||||
"^1Base ^2GL-side"
|
||||
"^1Base ^2RG-side"
|
||||
"^1Base ^7Flag"
|
||||
"^4Base ^2GL-side"
|
||||
"^4Base ^2RG-side"
|
||||
"^4Base ^7Flag"
|
||||
"^2High ^tPG"
|
||||
"^2High ^tPG"
|
||||
"^3Low ^8SG"
|
||||
"^3Low ^8SG"
|
||||
"^3Low ^7LG"
|
||||
"^2High ^7Mid"
|
||||
"^2High ^7Mid"
|
33
cpma/locs/q3wcp22.cfg
Normal file
33
cpma/locs/q3wcp22.cfg
Normal file
|
@ -0,0 +1,33 @@
|
|||
v2
|
||||
"^1High ^7Door"
|
||||
"^1High ^7Garden"
|
||||
"^4High ^7Door"
|
||||
"^4High ^7Garden"
|
||||
"^2High ^7Mid"
|
||||
"^3Low ^7Mid"
|
||||
"^4Low ^gShards"
|
||||
"^1Low ^gShards"
|
||||
"^1Low ^7Regen"
|
||||
"^4Low ^7Regen"
|
||||
"^4Low ^7Undergrowth"
|
||||
"^4Low ^1RL"
|
||||
"^1Low RL"
|
||||
"^1Low ^7Undergrowth"
|
||||
"^1Low ^8SG"
|
||||
"^1Low ^3YA"
|
||||
"^4Low ^8SG"
|
||||
"^4Low ^3YA"
|
||||
"^1Low ^3YA^tPG"
|
||||
"^4Low ^3YA^tPG"
|
||||
"^1Low ^tPG"
|
||||
"^4Low ^tPG"
|
||||
"^4Base ^2RG"
|
||||
"^1Base ^2RG"
|
||||
"^4Base ^7Back"
|
||||
"^4Base ^5Mega"
|
||||
"^1Base ^7Back"
|
||||
"^1Base ^5Mega"
|
||||
"^1Base ^3YA^8SG"
|
||||
"^1Base ^7Flag"
|
||||
"^4Base ^7Flag"
|
||||
"^4Base ^3YA^8SG"
|
13
cpma/locs/q3wcp5.cfg
Normal file
13
cpma/locs/q3wcp5.cfg
Normal file
|
@ -0,0 +1,13 @@
|
|||
v2
|
||||
"^1Base"
|
||||
"^4Base"
|
||||
"^4High ^1RL"
|
||||
"^4High ^tPG"
|
||||
"High ^8PU"
|
||||
"^4Low ^7Hallway"
|
||||
"^4Low ^3YA"
|
||||
"^1High RL"
|
||||
"^1High ^tPG"
|
||||
"^1Low ^7Hallway"
|
||||
"^1Low ^3YA"
|
||||
"Low ^1RA"
|
19
cpma/locs/q3wcp7.cfg
Normal file
19
cpma/locs/q3wcp7.cfg
Normal file
|
@ -0,0 +1,19 @@
|
|||
v2
|
||||
"^1Base"
|
||||
"^4Base"
|
||||
"^2High ^7Mid"
|
||||
"^1Low ^7Mid"
|
||||
"^4Low ^7Mid"
|
||||
"^3Low ^7Mid"
|
||||
"^4Low ^gShards"
|
||||
"^4Low ^k5hp"
|
||||
"^1Low ^k5hp"
|
||||
"^1Low ^gShards"
|
||||
"^1High ^7Mid"
|
||||
"^4High ^7Mid"
|
||||
"^1Base ^7Flag"
|
||||
"^4Base ^7Flag"
|
||||
"^1High ^k5hp"
|
||||
"^1High ^gShards"
|
||||
"^4High ^gShards"
|
||||
"^4High ^k5hp"
|
30
cpma/locs/q3wcp9.cfg
Normal file
30
cpma/locs/q3wcp9.cfg
Normal file
|
@ -0,0 +1,30 @@
|
|||
v2
|
||||
"^1Right ^gShards"
|
||||
"^1Low ^3YA"
|
||||
"^1Low ^7Basement"
|
||||
"^1Low RL"
|
||||
"^1Low ^7Regen"
|
||||
"^1Base ^5Mega"
|
||||
"^1Left ^gShards"
|
||||
"^1High RA"
|
||||
"^1High RL"
|
||||
"^1Base ^2RG"
|
||||
"^1Base ^tPGside"
|
||||
"^1Base ^7Flag"
|
||||
"^1Base ^7LG"
|
||||
"^1Base ^tPGside"
|
||||
"Q-Zone"
|
||||
"^4Right ^gShards"
|
||||
"^4Low ^3YA"
|
||||
"^4Low ^7Basement"
|
||||
"^4Low ^1RL"
|
||||
"^4Low ^7Regen"
|
||||
"^4Base ^5Mega"
|
||||
"^4Left ^gShards"
|
||||
"^4High ^1RA"
|
||||
"^4High ^1RL"
|
||||
"^4Base ^2RG"
|
||||
"^4Base ^tPGside"
|
||||
"^4Base ^7Flag"
|
||||
"^4Base ^7LG"
|
||||
"^4Base ^tPGside"
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue
Block a user