game.cfg (6541B)
1 // sv_gamespeed 100 // override gameplay speed 2 // sv_maxcarry 2 // maximum number of weapons a player can carry, plus pistol, grenades, and mines 3 // sv_spawnrotate 2 // spawn point rotation; 0 = let client decide, 1 = sequence, 2 = random 4 // sv_spawnweapon 1 // weapon players spawn with, defaults to pistol (1) 5 // sv_spawngrenades 0 // spawn with grenades; 0 = never, 1 = all but instagib/time-trial, 2 = always 6 // sv_spawnmines 0 // spawn with mines; 0 = never, 1 = all but instagib/time-trial, 2 = always 7 // sv_spawndelay 5000 // time in milliseconds before players can respawn in most modes 8 // sv_spawnprotect 3000 // time in milliseconds after spawning players cannot be damaged 9 // sv_spawnhealth 100 // how much health players spawn with 10 // 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) 11 // sv_regendelay 3000 // time in milliseconds after being damage before normal regeneration resumes 12 // sv_regentime 1000 // time in milliseconds between regeneration intervals 13 // sv_regenhealth 5 // amount of health gained per regeneration interval 14 // sv_itemsallowed 2 // determines if items are present in the level; 0 = never, 1 = all but instagib, 2 = always 15 // sv_itemspawntime 15000 // time in milliseconds before items (re)spawn after being picked up 16 // sv_itemspawndelay 1000 // time in milliseconds after map start items first spawn 17 // sv_itemthreshold 2.0 // if numitems/(players*maxcarry) is less than this, spawn one of this type 18 // sv_itemspawnstyle 1 // determines the timing of item spawning at map start; 0 = all at once, 1 = staggered, 2 = random, 3 = randomise between both 19 // sv_kamikaze 1 // determines the level of kamikaze events; 0 = never, 1 = wielding grenade, 2 = have grenade in inventory, 3 = always 20 // sv_timelimit 10 // time in minutes before round ends; 0 = off 21 // sv_overtimeallow 1 // determines if an overtime period should be played at the end of a tied game 22 // sv_overtimelimit 5 // maximum time in minutes before overtime ends; 0 = no time limit; overtime also ends immediately if the tie is ever broken 23 // sv_intermlimit 15000 // time in milliseconds intermission lasts 24 // sv_damageself 1 // determines if the player can damage themselves 25 // 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 26 // sv_teambalance 1 // determines the method of team balancing; 0 = off, 1 = by number then rank, 2 = by rank then number 27 // sv_pointlimit 0 // number of points required to end the round (and win) in deathmatch (0 = no limit) 28 // sv_gravityscale 1.0 // multiply gravity by this much 29 // sv_liquidspeedscale 1.0 // multiply liquidspeed by this much 30 // sv_liquidcoastscale 1.0 // multiply liquidcoast by this much 31 // sv_floorcoastscale 1.0 // multiply floorcoast by this much 32 // sv_aircoastscale 1.0 // multiply aircoast by this much 33 // sv_slidecoastscale 1.0 // multiply slidecoast by this much 34 // sv_movespeed 125.0 // baseline movement speed 35 // sv_movecrawl 0.6 // multiplier of speed when crawling 36 // sv_moverun 1.3 // multiplier of speed when running 37 // sv_movestraight 1.2 // multiplier of speed when only moving forward 38 // sv_movestrafe 1.0 // multiplier of speed when strafing 39 // sv_moveinair 0.9 // multiplier of speed when in-air 40 // sv_movestepup 0.95 // multiplier of speed when going up a slope or stairs 41 // sv_movestepdown 1.15 // multiplier of speed when going down a slope or stairs 42 // sv_jumpspeed 110.0 // extra velocity to add when jumping 43 // sv_impulsespeed 90.0 // extra velocity to add when impulsing 44 // sv_impulselimit 0.0 // maximum impulse speed 45 // sv_impulseboost 1.0 // multiplier of impulse when just boosting 46 // sv_impulsedash 1.3 // multiplier of impulse when dashing 47 // sv_impulsejump 1.1 // multiplier of impulse when jumping 48 // sv_impulsemelee 0.75 // multiplier of impulse when using melee 49 // sv_impulseparkour 1.0 // multiplier of impulse when doing other parkour 50 // sv_impulseallowed 15 // determines which impulse actions are allowed (bitwise OR); 0 = off, 1 = dash, 2 = boost, 4 = pacing, 8 = parkour 51 // sv_impulsestyle 1 // impulse style; 0 = off, 1 = touch and count, 2 = count only, 3 = freestyle 52 // sv_impulsecount 6 // number of impulse actions per air transit 53 // sv_impulsedelay 250 // minimum time between boosts 54 // sv_impulseslide 1000 // time before powerslides end 55 // sv_impulseskate 1000 // length of time a run along a wall can last 56 // sv_impulsemeter 30000 // amount of fuel in the impulse meter 57 // sv_impulsecost 5000 // fuel cost to use impulse moves 58 // sv_impulseregen 5.0 // impulse regen multiplier 59 // sv_impulseregencrouch 2.5 // additional impulse regen modifier when crouching 60 // sv_impulseregenpacing 0.75 // additional impulse regen modifier when pacing 61 // sv_impulseregenmove 1.0 // additional impulse regen modifier when moving 62 // sv_impulseregeninair 0.75 // additional impulse regen modifier when in air 63 // sv_impulseregenslide 0.0 // additional impulse regen modifier when sliding 64 // sv_stillspread 0.0 // multiply projectile spread by this much when standing still 65 // sv_movespread 1.0 // multiply projectile spread by this much when moving 66 // sv_inairspread 2.0 // multiply projectile spread by this much when jumping/in-air 67 // sv_impulsespread 1.0 // multiply projectile spread by this much when impulsing/pacing 68 // sv_radialscale 1.0 // multiply explosion radius by this amount 69 // sv_radiallimited 0.75 // multiply explosion radius by this amount in limited situations (eg. instagib) 70 // sv_damagescale 1.0 // scale damage by this amount 71 // sv_hitpushscale 1.0 // scale hit pushes by this amount 72 // sv_hitstunscale 1.0 // multiply "stun target on hit" by this amount 73 // sv_deadpushscale 2.0 // scale hit pushes by this amount when it results in a frag 74 // sv_wavepushscale 1.0 // scale of the hitpush force used in a wavepush 75 // sv_kickpushscale 1.0 // multiply kick pushes from weapons by this much 76 // sv_kickpushcrouch 0.0 // multiply kick pushes from weapons by this much when crouching 77 // sv_kickpushsway 0.0125 // multiply kick push effect on hud gun sway by this much 78 // sv_kickpushzoom 0.125 // multiply kick pushes from weapons by this much when zoomed 79 // sv_multikilldelay 5000 // time in milliseconds multiple kills in a row must occur 80 // sv_spreecount 5 // number of consecutive frags for each spree level 81 // sv_dominatecount 5 // number of frags on a single player without revenge before it is considered domination