commit 05b7e1fdbdf87d2718438835fb0e5446d42207d5
parent e54bfc7a5a195bab12ae92744b8ae5e5c3d5acb8
Author: none <none>
Date: Sun, 21 Jun 2020 12:47:59 +0000
add generic game settings
Diffstat:
A | game.cfg | | | 81 | +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ |
1 file changed, 81 insertions(+), 0 deletions(-)
diff --git a/game.cfg b/game.cfg
@@ -0,0 +1,81 @@
+// sv_gamespeed 100 // override gameplay speed
+// sv_maxcarry 2 // maximum number of weapons a player can carry, plus pistol, grenades, and mines
+// sv_spawnrotate 2 // spawn point rotation; 0 = let client decide, 1 = sequence, 2 = random
+// sv_spawnweapon 1 // weapon players spawn with, defaults to pistol (1)
+// sv_spawngrenades 0 // spawn with grenades; 0 = never, 1 = all but instagib/time-trial, 2 = always
+// sv_spawnmines 0 // spawn with mines; 0 = never, 1 = all but instagib/time-trial, 2 = always
+// sv_spawndelay 5000 // time in milliseconds before players can respawn in most modes
+// sv_spawnprotect 3000 // time in milliseconds after spawning players cannot be damaged
+// sv_spawnhealth 100 // how much health players spawn with
+// sv_maxhealth 1.5 // spawnhealth * maxhealth defines the maximum amount of health that can be reached (e.g. standing next to your base in capture the flag)
+// sv_regendelay 3000 // time in milliseconds after being damage before normal regeneration resumes
+// sv_regentime 1000 // time in milliseconds between regeneration intervals
+// sv_regenhealth 5 // amount of health gained per regeneration interval
+// sv_itemsallowed 2 // determines if items are present in the level; 0 = never, 1 = all but instagib, 2 = always
+// sv_itemspawntime 15000 // time in milliseconds before items (re)spawn after being picked up
+// sv_itemspawndelay 1000 // time in milliseconds after map start items first spawn
+// sv_itemthreshold 2.0 // if numitems/(players*maxcarry) is less than this, spawn one of this type
+// sv_itemspawnstyle 1 // determines the timing of item spawning at map start; 0 = all at once, 1 = staggered, 2 = random, 3 = randomise between both
+// sv_kamikaze 1 // determines the level of kamikaze events; 0 = never, 1 = wielding grenade, 2 = have grenade in inventory, 3 = always
+// sv_timelimit 10 // time in minutes before round ends; 0 = off
+// sv_overtimeallow 1 // determines if an overtime period should be played at the end of a tied game
+// sv_overtimelimit 5 // maximum time in minutes before overtime ends; 0 = no time limit; overtime also ends immediately if the tie is ever broken
+// sv_intermlimit 15000 // time in milliseconds intermission lasts
+// sv_damageself 1 // determines if the player can damage themselves
+// sv_damageteam 1 // determines if the player can damage team members; 0 = off (and forces damageself off as well), 1 = non-bots damage team, 2 = all players damage team
+// sv_teambalance 1 // determines the method of team balancing; 0 = off, 1 = by number then rank, 2 = by rank then number
+// sv_pointlimit 0 // number of points required to end the round (and win) in deathmatch (0 = no limit)
+// sv_gravityscale 1.0 // multiply gravity by this much
+// sv_liquidspeedscale 1.0 // multiply liquidspeed by this much
+// sv_liquidcoastscale 1.0 // multiply liquidcoast by this much
+// sv_floorcoastscale 1.0 // multiply floorcoast by this much
+// sv_aircoastscale 1.0 // multiply aircoast by this much
+// sv_slidecoastscale 1.0 // multiply slidecoast by this much
+// sv_movespeed 125.0 // baseline movement speed
+// sv_movecrawl 0.6 // multiplier of speed when crawling
+// sv_moverun 1.3 // multiplier of speed when running
+// sv_movestraight 1.2 // multiplier of speed when only moving forward
+// sv_movestrafe 1.0 // multiplier of speed when strafing
+// sv_moveinair 0.9 // multiplier of speed when in-air
+// sv_movestepup 0.95 // multiplier of speed when going up a slope or stairs
+// sv_movestepdown 1.15 // multiplier of speed when going down a slope or stairs
+// sv_jumpspeed 110.0 // extra velocity to add when jumping
+// sv_impulsespeed 90.0 // extra velocity to add when impulsing
+// sv_impulselimit 0.0 // maximum impulse speed
+// sv_impulseboost 1.0 // multiplier of impulse when just boosting
+// sv_impulsedash 1.3 // multiplier of impulse when dashing
+// sv_impulsejump 1.1 // multiplier of impulse when jumping
+// sv_impulsemelee 0.75 // multiplier of impulse when using melee
+// sv_impulseparkour 1.0 // multiplier of impulse when doing other parkour
+// sv_impulseallowed 15 // determines which impulse actions are allowed (bitwise OR); 0 = off, 1 = dash, 2 = boost, 4 = pacing, 8 = parkour
+// sv_impulsestyle 1 // impulse style; 0 = off, 1 = touch and count, 2 = count only, 3 = freestyle
+// sv_impulsecount 6 // number of impulse actions per air transit
+// sv_impulsedelay 250 // minimum time between boosts
+// sv_impulseslide 1000 // time before powerslides end
+// sv_impulseskate 1000 // length of time a run along a wall can last
+// sv_impulsemeter 30000 // amount of fuel in the impulse meter
+// sv_impulsecost 5000 // fuel cost to use impulse moves
+// sv_impulseregen 5.0 // impulse regen multiplier
+// sv_impulseregencrouch 2.5 // additional impulse regen modifier when crouching
+// sv_impulseregenpacing 0.75 // additional impulse regen modifier when pacing
+// sv_impulseregenmove 1.0 // additional impulse regen modifier when moving
+// sv_impulseregeninair 0.75 // additional impulse regen modifier when in air
+// sv_impulseregenslide 0.0 // additional impulse regen modifier when sliding
+// sv_stillspread 0.0 // multiply projectile spread by this much when standing still
+// sv_movespread 1.0 // multiply projectile spread by this much when moving
+// sv_inairspread 2.0 // multiply projectile spread by this much when jumping/in-air
+// sv_impulsespread 1.0 // multiply projectile spread by this much when impulsing/pacing
+// sv_radialscale 1.0 // multiply explosion radius by this amount
+// sv_radiallimited 0.75 // multiply explosion radius by this amount in limited situations (eg. instagib)
+// sv_damagescale 1.0 // scale damage by this amount
+// sv_hitpushscale 1.0 // scale hit pushes by this amount
+// sv_hitstunscale 1.0 // multiply "stun target on hit" by this amount
+// sv_deadpushscale 2.0 // scale hit pushes by this amount when it results in a frag
+// sv_wavepushscale 1.0 // scale of the hitpush force used in a wavepush
+// sv_kickpushscale 1.0 // multiply kick pushes from weapons by this much
+// sv_kickpushcrouch 0.0 // multiply kick pushes from weapons by this much when crouching
+// sv_kickpushsway 0.0125 // multiply kick push effect on hud gun sway by this much
+// sv_kickpushzoom 0.125 // multiply kick pushes from weapons by this much when zoomed
+// sv_multikilldelay 5000 // time in milliseconds multiple kills in a row must occur
+// sv_spreecount 5 // number of consecutive frags for each spree level
+// sv_dominatecount 5 // number of frags on a single player without revenge before it is considered domination