commit bcdad06f574e076b67c654a1d9945779a2a46523
parent 05b7e1fdbdf87d2718438835fb0e5446d42207d5
Author: none <none>
Date: Sun, 21 Jun 2020 12:50:17 +0000
add specific (muts/modes) game settings
Diffstat:
A | specifics.cfg | | | 73 | +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ |
1 file changed, 73 insertions(+), 0 deletions(-)
diff --git a/specifics.cfg b/specifics.cfg
@@ -0,0 +1,73 @@
+// sv_instaweapon 8 // weapon players spawn with in instagib, defaults to rifle (8)
+// sv_trialweapon 0 // weapon players spawn with in trial, defaults to melee only (0)
+// sv_instadelay 3000 // time in milliseconds before players can respawn in instagib mutated modes
+// sv_trialdelay 500 // time in milliseconds before players can respawn in trial mode
+// sv_trialdelayex 3000 // time in milliseconds before defenders can respawn in gauntlet trial mode
+// sv_duelprotect 5000 // time in milliseconds after spawning players cannot be damaged in duel/survivor matches
+// sv_instaprotect 3000 // time in milliseconds after spawning players cannot be damaged in instagib matches
+// sv_maxhealthvampire 3.0 // spawnhealth * maxhealthvampire defines the maximum amount of health that can be reached by damaging other players in vampire
+// sv_capturebuffing 9 // scenarios in which a player gets health and damage bonuses for capture the flag (bitmask):
+// 1 - standing near own flag at its base
+// 2 - standing near own loose flag (always on during defend mutator)
+// 4 - holding own flag
+// 8 - standing near teammate who is holding own flag
+// 16 - holding enemy flag
+// 32 - standing near teammate who is holding enemy flag
+// sv_captureregenbuff 1 // 0 = off, 1 = modify regeneration when buffed
+// sv_captureregendelay 1000 // regen this often when buffed
+// sv_captureregenextra 2 // add this to regen when buffed
+// sv_capturebuffdelay 3000 // buffed when guarding, and for this long after
+// sv_capturebuffdamage 1.25 // multiply outgoing damage by this much when buffed
+// sv_capturebuffshield 1.25 // divide incoming damage by this much when buffed
+// sv_defendbuffing 1 // scenarios in which a player gets health and damage bonuses for defend and control (bitmask):
+// 1 - standing near a controlled, undisturbed area
+// 2 - standing near a neutral area your team is in the process of securing
+// 4 - standing near a controlled area, even if other teams are nearby
+// sv_defendregenbuff 1 // 0 = off, 1 = modify regeneration when buffed
+// sv_defendregendelay 1000 // regen this often when buffed
+// sv_defendregenextra 2 // add this to regen when buffed
+// sv_defendbuffdelay 1000 // buffed when guarding, and for this long after
+// sv_defendbuffdamage 1.25 // multiply outgoing damage by this much when buffed
+// sv_defendbuffshield 1.25 // divide incoming damage by this much when buffed
+// sv_bomberbuffing 1 // scenarios in which a player gets health and damage bonuses for bomber ball (bitmask):
+// 1 - standing near own base
+// 2 - holding the bomb
+// 4 - holding the bomb (defending team only, attack mutator only, and only if bomberattackreset is 0)
+// sv_bomberregenbuff 1 // 0 = off, 1 = modify regeneration when buffed
+// sv_bomberregendelay 1000 // regen this often when buffed
+// sv_bomberregenextra 2 // add this to regen when buffed
+// sv_bomberbuffdelay 1000 // buffed when guarding, and for this long after
+// sv_bomberbuffdamage 1.25 // multiply outgoing damage by this much when buffed
+// sv_bomberbuffshield 1.25 // divide incoming damage by this much when buffed
+//
+// sv_duelcooloff 5000 // time in milliseconds before next round in duel/survivor
+// sv_duelclear 1 // determines if items are reset at the end of each round
+// sv_duelreset 1 // determines if winner of a duel round is forced to respawn (if 0, they can roam freely during the intermission between rounds)
+// sv_duelcycle 2 // determines if winner of a duel round can be forced back into the respawn queue along with the loser: 0 = no, 1 = FFA only, 2 = team games only, 3 = both
+// sv_duelcycles 2 // number of consecutive wins needed by the same player before duelcycle applies
+// sv_capturelimit 0 // number of captures required to end the round (and win) in ctf (0 = no limit)
+// sv_captureresetdelay 30000 // time in milliseconds before a dropped flag automatically resets
+// sv_capturedefenddelay 15000 // time in milliseconds before a dropped flag automatically resets with the defend mutator
+// sv_captureprotectdelay 15000 // time in milliseconds required to hold onto an enemy flag with the protect mutator in order to score
+// sv_capturepickupdelay 2500 // minimum time in milliseconds after picking up own flag that it can be returned to base
+// sv_captureresetpenalty 3500 // time in milliseconds that a team is not allowed to score or pick up their own flag after it resets
+// sv_captureteampenalty 7500 // same as captureresetpenalty, but applies when the flag was last held by a member of its own team
+// sv_capturecarryspeed 0.9 // multiplier of movement speed for a player who is holding any flag
+// sv_defendlimit 0 // number of points required to end the round (and win) in defend and control (0 = no limit)
+// sv_defendpoints 1 // number of points given for controlling an area in defend and control
+// sv_defendinterval 50 // time in milliseconds between "ticks" for a player near a control area
+// sv_defendoccupy 100 // number of "ticks" needed to secure or overthrow an area
+// sv_defendking 100 // number of "ticks" needed to secure in king of the hill
+// sv_defendhold 100 // number of "ticks" a control area needs to be undisturbed in order to score
+// sv_bomberlimit 0 // number of points required to end the round (and win) in bomber ball (0 = no limit)
+// sv_bomberholdlimit 0 // number of points required to end the round (and win) in hold bomber ball (0 = no limit)
+// sv_bomberbasketonly 1 // determines if touchdowns are disallowed with the basket mutator
+// sv_bomberbasketmindist 48 // if touchdowns are disallowed, also disallow throws from closer than this (8 units = 1 meter)
+// sv_bomberattackreset 1 // if 1, defenders in attack bomber ball cannot hold the bomb, and it will reset immediately if they pick it up
+// sv_bomberresetdelay 15000 // time in milliseconds before a loose bomb resets
+// sv_bomberpickupdelay 5000 // time in milliseconds before a loose bomb can be picked up by the same player who dropped it
+// sv_bombercarrytime 15000 // fuse length of the bomb in milliseconds
+// sv_bomberholdtime 15000 // fuse length of the bomb in milliseconds for hold bomber ball
+// sv_bomberholdinterval 1000 // time in milliseconds between each point in hold bomber ball
+// sv_bomberholdpenalty 10 // points lost for holding onto the bomb so long that the fuse runs out
+// sv_bombercarryspeed 0.9 // multiplier of movement speed for a player who is holding the bomb