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 mode_start 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 how long before idle servers reset to default mode+map (default: 10) server_gameplay 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 Specifies minimum client cl_maxpackets setting (Default = 30, 0 = no lower limit on client cl_maxpackets). server_maxpacketsmax Specifies maximum client cl_maxpackets setting (Default = 125, 0 = no upper limit on client cl_maxpackets). server_motdfile 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 (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 Specifies minimum client cl_timenudge setting (Default = 0, no lower limit on client cl_timenudge). server_timenudgemax Specifies maximum client cl_timenudge setting (Default = 0, no upper limit on client cl_timenudge). server_ratemin Specifies minimum client rate setting (Default = 0, no lower limit on client rate). server_record 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 Restrict the server to a subset of supported game types (Default: "" - all modes available) server_chatfloodprotect Controls max # of msgs per second (Default = 0) e.g. server_chatfloodprotect 2 means you can talk every 500ms ref_password 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 Specifies how long a player can idle before being kicked from the server. A value of "0" disables this feature (default = 0). g_log 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 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 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 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_ All but a few votes have a corresponding vote_allow_ 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 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 +/- 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 Forces a player to disconnect from the server map Changes to a new map and/or itemset maxdamage 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 Both controlled by vote_allow_maxpackets See server_maxpacketsmin / server_maxpacketsmax mode 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 See server_gameplay prosound <0|1> *CQ3 only* Enables/disables ProMode's enhanced sound system random Picks a number from 1 to referee Gives a player additional admin abilities These can be removed by an unreferee vote reload Sets RG reload time for Instagib games (in ms, normally 1500) scorelimit / limit 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 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 Changes the game's timelimit timenudge_max / timenudge_min Both controlled by vote_allow_timenudge See server_timenudgemin / server_timenudgemax warmup Sets the duration of the pre-match warmup weaponrespawn Sets weapon respawn delay in seconds (0 means weaponstay) ========== HOOK ========== hook_delaytime Specifies the minimum number of MILLISECONDS that a player can redeploy a hook after use (default = 750). hook_holdtime Specifies the maximum number of seconds that a player's hook will remain attached (default = 3). hook_range 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 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 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 sets where the maplists etc are read from (default: "cfg-maps") map_delay 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)