specifics.cfg (6460B)
1 // sv_instaweapon 8 // weapon players spawn with in instagib, defaults to rifle (8) 2 // sv_trialweapon 0 // weapon players spawn with in trial, defaults to melee only (0) 3 // sv_instadelay 3000 // time in milliseconds before players can respawn in instagib mutated modes 4 // sv_trialdelay 500 // time in milliseconds before players can respawn in trial mode 5 // sv_trialdelayex 3000 // time in milliseconds before defenders can respawn in gauntlet trial mode 6 // sv_duelprotect 5000 // time in milliseconds after spawning players cannot be damaged in duel/survivor matches 7 // sv_instaprotect 3000 // time in milliseconds after spawning players cannot be damaged in instagib matches 8 // sv_maxhealthvampire 3.0 // spawnhealth * maxhealthvampire defines the maximum amount of health that can be reached by damaging other players in vampire 9 // sv_capturebuffing 9 // scenarios in which a player gets health and damage bonuses for capture the flag (bitmask): 10 // 1 - standing near own flag at its base 11 // 2 - standing near own loose flag (always on during defend mutator) 12 // 4 - holding own flag 13 // 8 - standing near teammate who is holding own flag 14 // 16 - holding enemy flag 15 // 32 - standing near teammate who is holding enemy flag 16 // sv_captureregenbuff 1 // 0 = off, 1 = modify regeneration when buffed 17 // sv_captureregendelay 1000 // regen this often when buffed 18 // sv_captureregenextra 2 // add this to regen when buffed 19 // sv_capturebuffdelay 3000 // buffed when guarding, and for this long after 20 // sv_capturebuffdamage 1.25 // multiply outgoing damage by this much when buffed 21 // sv_capturebuffshield 1.25 // divide incoming damage by this much when buffed 22 // sv_defendbuffing 1 // scenarios in which a player gets health and damage bonuses for defend and control (bitmask): 23 // 1 - standing near a controlled, undisturbed area 24 // 2 - standing near a neutral area your team is in the process of securing 25 // 4 - standing near a controlled area, even if other teams are nearby 26 // sv_defendregenbuff 1 // 0 = off, 1 = modify regeneration when buffed 27 // sv_defendregendelay 1000 // regen this often when buffed 28 // sv_defendregenextra 2 // add this to regen when buffed 29 // sv_defendbuffdelay 1000 // buffed when guarding, and for this long after 30 // sv_defendbuffdamage 1.25 // multiply outgoing damage by this much when buffed 31 // sv_defendbuffshield 1.25 // divide incoming damage by this much when buffed 32 // sv_bomberbuffing 1 // scenarios in which a player gets health and damage bonuses for bomber ball (bitmask): 33 // 1 - standing near own base 34 // 2 - holding the bomb 35 // 4 - holding the bomb (defending team only, attack mutator only, and only if bomberattackreset is 0) 36 // sv_bomberregenbuff 1 // 0 = off, 1 = modify regeneration when buffed 37 // sv_bomberregendelay 1000 // regen this often when buffed 38 // sv_bomberregenextra 2 // add this to regen when buffed 39 // sv_bomberbuffdelay 1000 // buffed when guarding, and for this long after 40 // sv_bomberbuffdamage 1.25 // multiply outgoing damage by this much when buffed 41 // sv_bomberbuffshield 1.25 // divide incoming damage by this much when buffed 42 // 43 // sv_duelcooloff 5000 // time in milliseconds before next round in duel/survivor 44 // sv_duelclear 1 // determines if items are reset at the end of each round 45 // 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) 46 // 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 47 // sv_duelcycles 2 // number of consecutive wins needed by the same player before duelcycle applies 48 // sv_capturelimit 0 // number of captures required to end the round (and win) in ctf (0 = no limit) 49 // sv_captureresetdelay 30000 // time in milliseconds before a dropped flag automatically resets 50 // sv_capturedefenddelay 15000 // time in milliseconds before a dropped flag automatically resets with the defend mutator 51 // sv_captureprotectdelay 15000 // time in milliseconds required to hold onto an enemy flag with the protect mutator in order to score 52 // sv_capturepickupdelay 2500 // minimum time in milliseconds after picking up own flag that it can be returned to base 53 // sv_captureresetpenalty 3500 // time in milliseconds that a team is not allowed to score or pick up their own flag after it resets 54 // sv_captureteampenalty 7500 // same as captureresetpenalty, but applies when the flag was last held by a member of its own team 55 // sv_capturecarryspeed 0.9 // multiplier of movement speed for a player who is holding any flag 56 // sv_defendlimit 0 // number of points required to end the round (and win) in defend and control (0 = no limit) 57 // sv_defendpoints 1 // number of points given for controlling an area in defend and control 58 // sv_defendinterval 50 // time in milliseconds between "ticks" for a player near a control area 59 // sv_defendoccupy 100 // number of "ticks" needed to secure or overthrow an area 60 // sv_defendking 100 // number of "ticks" needed to secure in king of the hill 61 // sv_defendhold 100 // number of "ticks" a control area needs to be undisturbed in order to score 62 // sv_bomberlimit 0 // number of points required to end the round (and win) in bomber ball (0 = no limit) 63 // sv_bomberholdlimit 0 // number of points required to end the round (and win) in hold bomber ball (0 = no limit) 64 // sv_bomberbasketonly 1 // determines if touchdowns are disallowed with the basket mutator 65 // sv_bomberbasketmindist 48 // if touchdowns are disallowed, also disallow throws from closer than this (8 units = 1 meter) 66 // sv_bomberattackreset 1 // if 1, defenders in attack bomber ball cannot hold the bomb, and it will reset immediately if they pick it up 67 // sv_bomberresetdelay 15000 // time in milliseconds before a loose bomb resets 68 // sv_bomberpickupdelay 5000 // time in milliseconds before a loose bomb can be picked up by the same player who dropped it 69 // sv_bombercarrytime 15000 // fuse length of the bomb in milliseconds 70 // sv_bomberholdtime 15000 // fuse length of the bomb in milliseconds for hold bomber ball 71 // sv_bomberholdinterval 1000 // time in milliseconds between each point in hold bomber ball 72 // sv_bomberholdpenalty 10 // points lost for holding onto the bomb so long that the fuse runs out 73 // sv_bombercarryspeed 0.9 // multiplier of movement speed for a player who is holding the bomb