redeclipse-conf

configuration and runit scripts for RedEclipse 1.6 (template)
git clone git://deadbeef.fr/redeclipse-conf.git
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commit bcdad06f574e076b67c654a1d9945779a2a46523
parent 05b7e1fdbdf87d2718438835fb0e5446d42207d5
Author: none <none>
Date:   Sun, 21 Jun 2020 12:50:17 +0000

add specific (muts/modes) game settings

Diffstat:
Aspecifics.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